SSBU/Mii Brawler/Combos

General Notes
On the Impact of Moveset Choice: Custom specials play a moderate role in choosing the best combo route and a significant role in deciding when and how to go for kills. This section will briefly cover all widely-agreed viable custom specials and how they change Brawler's options for dealing damage, killing, or maintaining advantage state. will not be covered, as they are off-meta picks that see little to no usage at the high level.

Shot Put & Flashing Mach Punch
is a slow- cumbersome projectile that is primarily built for supplementing Brawler's poor edgeguarding, but also sees some niche use as a combo starter in rare situations where Brawler is able to fall with it or follow behind it. Weak, bounced shotputs have the potential to lead into follow-ups (Typically aerials or grabs), but rely on the enemy being fairly compromised or otherwise walking straight into the projectile. comparatively sees much more use in combos, functioning as a kill confirm out of landing or, but is competing with  across moveset slots for a vertical kill option. While not a totally redundant combination, it's generally advised to pair it with one of the other two up-B options.

Suplex & Burning Dropkick
At lower levels of combo proficiency, does a good job of supplementing a combo game, as it is frequently a confirm out of  and deals 22% on its own. At a higher level though, sees a more niche role, often delegated to setting up for platform extensions or simply being a callout against shields. If you're a beginner Brawler player or prefer to keep your execution barrier low (such as in the case of a pocket Brawler), Suplex is not a bad choice. Its other viable alternative,, serves as more of a neutral tool or risky offstage kill option, with a kill confirm near ledge out of a falling weak.

Up-Specials
Mii Brawler's Up-B will be the primary driver of his win condition, with his kit frequently operating around it.
 * is a vertical, disjointed spiking recovery that kills moderately well near ledge, but is a weaker kill option onstage. Its lower kill power forces Brawler to go for other kill confirms to take early stocks, or potentially risky spikes to kill at 0, with varying results depending on the recovery of the opponent.
 * is a horizontal kill move which sends at a harsher outward angle if initiated in the air, with potential to drag even the heaviest fighters further offstage and kill them as early as 35%. While it compliments Brawler's ledgetrapping, its tighter confirm windows, smaller hitbox, and dependence on stage position make it demand higher control over the game and a better read on your opponent than the other two options.
 * Is an extremely fast vertical recovery that both can be converted into in a wide array of different methods and can be used as a high-percent jump callout and anti-air, giving it a multifaceted role. While it can be used the most dynamically, it requires a strong understanding of Mii Brawler's combo routes and the impacts of the opponent's DI to get full use out of.

Feint Jump
Feint Jump is Brawler's only meta-relevant down special and sees very little combo or advantage-state usage, serving its purpose as a recovery option and de-facto third jump.

Low Percents
At 0%, strong landing and  are usually the only two options with enough frame advantage on hit to lead to good damage. ,, and are frequently negative on hit until mid percents, but can come into play in Brawler's longer combo routes.

Nuances:
 * Strong will start sending into tumble very early, often only being a non-tumbling move below 10%.
 * The weak hit of can replace the strong hit at higher percents.

Normals-Only
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" ! Combo !! Damage !! Working Range: !! Works on: !! Difficulty !! Notes
 * Landing >  > SH  || 31.0% || 0-20% || All || Very Easy || Basic bufferable combo.
 * > FH or FH DJ || up to 21.6% || 0-80% || All || Easy || Basic damage combo.  deals the most damage but is hardest to hit,  hits twice but suffers from fallouts,  hits for the longest but is negative on hit at low percents, and  has positional combo opportunities. Can be done out of the previous combo at 0%.
 * Landing >  > delayed SHFF Strong  > x2 >  || 53.5% || 0% || Most || Medium || Optimal normal damage combo, can use  as a finisher. Heavier and/or fastfaller characters may be able to take another uTilt or uAir. Delayed SHFF nAir must either be done after 2-3 frames of a dash.
 * > FH or FH DJ || up to 21.6% || 0-80% || All || Easy || Basic damage combo.  deals the most damage but is hardest to hit,  hits twice but suffers from fallouts,  hits for the longest but is negative on hit at low percents, and  has positional combo opportunities. Can be done out of the previous combo at 0%.
 * Landing >  > delayed SHFF Strong  > x2 >  || 53.5% || 0% || Most || Medium || Optimal normal damage combo, can use  as a finisher. Heavier and/or fastfaller characters may be able to take another uTilt or uAir. Delayed SHFF nAir must either be done after 2-3 frames of a dash.
 * Landing >  > delayed SHFF Strong  > x2 >  || 53.5% || 0% || Most || Medium || Optimal normal damage combo, can use  as a finisher. Heavier and/or fastfaller characters may be able to take another uTilt or uAir. Delayed SHFF nAir must either be done after 2-3 frames of a dash.

Mid Percents

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High Percents / Kill Confirms

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Edgeguard

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Ledgetrap

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Common Set-ups

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