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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= {{StockIcon|SSBU|Mii Brawler}} (Brawler) is a rushdown character with high vertical mobility and excellent close-range attacks both on the ground and in the air that allow for combos and whiff punishes alike. His versatile moveset gives the player multiple options to deal with various characters they will encounter.
|overview= {{StockIcon|SSBU|Mii Brawler}} (Brawler) is a rushdown character with great mobility, excellent frame data, and far-reaching yet committal burst options. Their versatile base moveset gives the player freedom to tailor their specials to deal with various characters they will encounter.


Mii Brawler’s {{clr|aerial|NAir}} is core to his toolkit, and sees use in nearly every situation, including combos - which are further complimented by his long-lasting {{clr|tilt|Up Tilt}} and highly versatile {{clr|aerial|Up Air}}, both of which can convert into death with platform combo extensions or optimal positioning near the ledge. To aid his approach, both {{clr|grab|Grab}} and {{clr|special|Suplex}} can be used against frequently shielding opponents, making them think twice about staying put and opening them up to other attacks. Lastly, Mii Brawler’s gameplan is usually determined by his {{clr|special|Up Special}}, which can either incentivize pushing an opponent to the corner for an early kill with {{clr|special|Helicopter Kick}}, or threatening jumps and landings throughout the stage with {{clr|special|Thrust Uppercut}}.
Mii Brawler’s {{clr|aerial|NAir}} is the centerpiece of their toolkit, seeing use in nearly every situation from comboing to edgeguarding. Many of their best combos are helped by their long-lasting {{clr|tilt|Up Tilt}} and fast {{clr|aerial|Up Air}}, both of which can convert into death with platform combo extensions or optimal positioning near the ledge. To aid their approach, both {{clr|grab|Grab}} and {{clr|special|Suplex}} can be used against shielding opponents, making them think twice about staying put and opening them up to other attacks. Alternatively, {{clr|special|Burning Dropkick}} aids recovery and extends Brawler's burst range even further. Mii Brawler’s win condition is usually determined by the {{clr|special|Up Special}}, which can either incentivize pushing an opponent to the corner for an early kill with {{clr|special|Helicopter Kick}}, or threatening jumps and landings throughout the stage with {{clr|special|Thrust Uppercut}}.


In spite of their multitude of approach options, Brawler can often find themself the victim of being repeatedly stuffed out as a result of their stubby normals, with their longer-ranged options being easily punished on whiff or block. Brawler can also struggle in the corner, possessing poor rolls both onstage and off ledge, a mediocre ledge attack, and an overreliance on their shield that can lead to them being easily grabbed or spaced around.
Players interested in a close-range, well rounded character with a move for any situation and reward for any opening should consider Mii Brawler, picking their special moves based on what positions they favor the most, or even switching from matchup to matchup.


Players interested in a well-rounded character with a move for any situation and reward for any opening should consider Mii Brawler, picking their special moves based on what positions they favor the most, or even switching from matchup to matchup.
|summary= does things (Placeholder)

|summary= is a customizable and beginner-friendly rushdown fighter that excels at using their quick moves to whiff punish and combo.
|pros=
|pros=
* '''Large Burst Range''': Thanks to his fast jump, fallspeed, and dash attack, Mii Brawler can quickly close the distance with a hitbox from nearly anywhere.
* '''Large Effective Range''': Thanks to their fast jump, fallspeed, {{clr|tilt|Dash Attack}}, as well as their side specials {{clr|special|Suplex}} and {{clr|special|Burning Dropkick}}, Mii Brawler can threaten an approach from nearly anywhere, conditioning opponents from midstage and beyond.
* '''Great Frame Data''': Almost all of Brawler’s options come out extremely fast and recover quickly, with only 2 of his normals being slower than frame 10.
* '''Great Frame Data''': Almost all of Brawler’s options come out extremely fast and recover quickly, with only 2 normals being slower than frame 10.
* '''Reliable Damage''': From simple grab confirms to 65% strings, Mii Brawler can deal enough damage to make any opening worthwhile.
* '''High Damage Output''': From simple grab confirms to 65% strings, Mii Brawler can deal enough damage to make any opening worthwhile.
*'''Adaptable''': Alongside {{StockIcon|SSBU|Mii Gunner}} and {{StockIcon|SSBU|Mii Swordfighter}}, Mii Brawler is one of the only character that can adjust their special moves depending on the matchup. Custom specials allow for Brawler to change key moves to become more effective versus specific opponents.
*'''Adaptable''': Alongside {{StockIcon|SSBU|Mii Gunner}} and {{StockIcon|SSBU|Mii Swordfighter}}, Mii Brawler is one of the only characters that can customize their special moves. Allowing them to change key moves versus specific opponents.
*'''Fantastic OoS Game''': Being one of the few characters privileged to have a 3F OoS Option in {{clr|special|Thrust Uppercut(Up B 3)}}, opponent's will find it hard to counter Brawler's shield. Even if Brawler does not bring along {{clr|special|Thrust Uppercut(Up B 3)}}, he has plenty of other OoS options that are either fast({{clr|aerial|NAir}}) or have KO potential({{clr|smash|Up Smash}}).
*'''Fantastic OoS Game''': Being one of the few characters privileged to have a 3F OoS Option in {{clr|special|Thrust Uppercut(Up B 3)}}, opponents will find it hard to counter Brawler's shield. Even if Brawler does not use {{clr|special|Thrust Uppercut}}, they have plenty of other viable options that would be a core reversal option to any other fighter.
*'''Matchup Knowledge''': Very few people play the Miis, meaning that opponent's may not be aware of some counterplay to Brawler.
|cons=
|cons=
* '''Poor Defensive Frame Data''': Mii Brawler’s rolls and standard ledge options are slower than average, meaning he relies on his shield to escape pressure more often.
* '''Poor Defensive Frame Data''': Mii Brawler’s rolls and standard ledge options are slower than average, meaning they rely on their shield to escape pressure more often.
*'''Easy to Combo''': Although Brawler does have decent recovery tools to mix up his options and an average weight, his fast falling speed makes it easy for him to get edgeguarded and get combo'd.
*'''Easy to Combo''': Although Brawler does have decent recovery tools to mix up their options and an average weight, their high fall speed makes it easy for them to get edgeguarded and comboed.
* '''Lack of offstage presence''': Mii Brawler’s fast fall speed in combination with his average at-best vertical recovery means chasing opponents far offstage comes with great risk.
* '''Little Offstage Presence''': Mii Brawler’s fast fall speed in combination with their average at-best vertical recovery means chasing opponents far offstage comes with great risk.
*'''Short-Ranged Normals''': Even relative to other short-ranged characters like Mario or Fox, Mii Brawler's normals are noticeably small with little to no disjoint to make up for it. This can result in losing scraps with other fighters simply for being not close enough.
*'''Lacks Approach Options''': Brawler does not have many long range options, lacking significant disjoints or a usable projectile in neutral. He must use moves that require a lot of commitment for approaching, which increases his risk in neutral.
*'''Limited Kill Confirms''': Brawler can struggle to take stocks if he is outside kill confirm percents, having few specific moves that lead to kill confirms. If Brawler becomes too predictable using these moves, he will have to rely on his mediocore edgeguarding to take stocks.
|weight = 94
|weight = 94
|spotDodge = 25F (3-17 intangible)
|spotDodge = 25F (3-17 intangible)
|airDodge = 3-29 intangible (Neutral) <br> 3-21 intangible (Directional)
|airDodge = 3-29 intangible (Neutral) <br> 3-21 intangible (Directional)
|fastestOOS = {{clr|special|Thrust Uppercut(Up B 3)}} (3F), {{clr|aerial|NAir}} (6F),{{clr|smash|Up Smash}} (8F)
|fastestOOS = {{clr|special|Thrust Uppercut(Up B 3)}} (3F), {{clr|aerial|NAir}} (6F), {{clr|smash|Up Smash}} (8F)


|unique_mechanic1_name = Adjustable Moveset
|unique_mechanic1_name = Adjustable Moveset
|unique_mechanic1 =
|unique_mechanic1 =
Sharing this trait with his fellow Miis {{StockIcon|SSBU|Mii Gunner}} and {{StockIcon|SSBU|Mii Swordfighter}}, Mii Brawler is equipped with twelve custom specials - three for each slot. While some options are objectively inferior (such as {{clr|special|Exploding Side Kick}} for Neutral-Special or {{clr|special|Onslaught}} for Side-Special) the options at the player’s disposal allow for multiple viable movesets, with about a dozen ranging from modestly effective to extremely viable.
Sharing this trait with fellow Miis {{StockIcon|SSBU|Mii Gunner}} and {{StockIcon|SSBU|Mii Swordfighter}}, Mii Brawler is equipped with twelve custom specials - three for each slot. While some options are objectively inferior (such as {{clr|special|Exploding Side Kick}} for Neutral-Special or {{clr|special|Onslaught}} for Side-Special) the options at the player’s disposal allow for multiple viable movesets, with about a dozen ranging from modestly effective to extremely viable.


<br><br>Though this allows Brawler to be adaptable, bear in mind that each move has its drawback that another special move can cover. Weigh the pros and cons in the matchup, and consider opportunity costs of selecting each special move before selecting them.}}
<br><br>Though this allows Brawler to be adaptable, bear in mind that one move may not cover situations that another can. Weigh the pros and cons in the matchup, and consider the opportunity costs of selecting each special move before selecting them.}}


==Normal Moves==
== Normal Attacks ==
=== {{clr|tilt|Jab}} ===
=== {{clr|tilt|Jab}} ===
{{Prompt|A}}
{{Prompt|A}}
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|specificHits=yes
|specificHits=yes
|description=
|description=
* Transitions into a multi-hit jab with a finisher, dealing further damage.
* Transitions into a multi-hit jab with a finisher.
A simple jab and Brawler’s fastest ground normal. Works as an effective low-percent combo breaker. As {{clr|aerial|NAir}} has high shield safety, mashing Jab to catch people dropping shield can be a valuable punish.
A simple jab and Brawler’s fastest ground normal. Works as an effective low-percent combo breaker. As {{clr|aerial|NAir}} has high shield safety, mashing Jab to catch people dropping shield can be a reliable frame trap. Additionally, Jab1 only lasts 16 frames, making it Brawler's best jab lock and a safe catch to stop opponents from extending into Brawler's range.
}}
}}


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* Active for eight frames, spending six of which at its maximum height
* Active for eight frames, spending six of which at its maximum height
* First frame of activity can hit below ledge.
* First frame of activity can hit below ledge.
One of Brawler’s best combo tools, capable of both initiating and extending them. Beginning around 30-40 percent, {{clr|tilt|Up Tilt}} can link into itself. Higher percentages can lead into uAir and other various combo routes, which can be even further assisted by platforms. Additionally, the lingering hitbox makes it ideal for catching opponents landing with no hitbox.
One of Brawler’s best combo tools, capable of both initiating and extending them, while also functioning as a quick anti-air. Beginning around 30-40 percent, {{clr|tilt|Up Tilt}} can link into itself. Higher percentages can lead into uAir and other various combo routes, which can be even further assisted by platforms. Additionally, the lingering hitbox makes it ideal for catching opponents landing with no hitbox.


}}
}}
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|description=
|description=
* Hits below ledge
* Hits below ledge
Brawler’s best combo starter and extender from 0 to 50%, converting out of nAir and into other aerials well into 50% on most characters. Extremely effective in tandem with {{clr|special|Helicopter Kick}} near ledge to convert into kills as early as 50%, but proper DI from the opponent (Out) can limit combo potential at higher percents compared to uTilt.
Brawler’s best combo starter and extender from 0 to 50%, converting out of nAir and into other aerials on most characters. Extremely effective in tandem with {{clr|special|Helicopter Kick}} near ledge to convert into kills as early as 50%, but proper DI from the opponent (Out) can limit combo potential at higher percents compared to uTilt.


}}
}}
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* Crosses up at extremely close range.
* Crosses up at extremely close range.
* A combo finisher at low percents.
* A combo finisher at low percents.
An extremely strong whiff punish and landing-catch tool thanks to its large and long-lasting area coverage and fast startup, making it useful when juggling the opponent or closing the distance. While not a kill move, it gives great stage positioning at any percent and launches the opponent at high percents to initiate juggling or edgeguarding scenarios.
A very fast whiff punish and landing-catch tool. Its large, lingering hitbox and fast startup make it useful for juggling the opponent or closing distance. While not a kill move, it gives great stage positioning at any percent and launches the opponent at high percents, enough to grant juggling or edgeguarding opportunties.


}}
}}


==Smash Attacks==
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
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|specificHits=
|specificHits=
|description=
|description=
* Hits every ledgehang in the game.
* Legs are invincible.
* Confirms out of a jab lock using jab 1.
* Has a weaker hitbox in the back that rarely, if ever kills.
Mii Brawler’s slowest yet strongest normal, only useful for hard reads or in confirms with demandingly specific percent windows. It has high endlag, meaning whiffing one can lead to an easy punish for the opponent. Angling this attack down against opponents regrabbing the ledge can lead to very early kills.
A very powerful option to use out of shield, and one of Mii Brawler’s most reliable kill moves. Brawler’s intangible leg makes it useful against opponents that land with hitboxes frequently, such as Wolf. It is also effective in reading tech and ledge options at high percents.



}}
}}
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|specificHits=yes
|specificHits=yes
|description=
|description=
* Legs are invincible.
* Legs are intangible.
* Has a weaker hitbox in the back that rarely, if ever kills.
* Has a weaker hitbox in the back that rarely, if ever kills.
A very powerful option to use out of shield, and one of Mii Brawler’s most reliable kill moves. Brawler’s intangible leg makes it useful against opponents that land with hitboxes frequently, such as Wolf. It is also effective in reading tech and ledge options at high percents.
A very powerful option to use out of shield, and one of Mii Brawler’s most reliable kill moves. Brawler’s intangible leg makes it useful against opponents that land with hitboxes frequently, such as Wolf. It is also effective in reading tech and ledge options at high percents.
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}}
}}


==Aerials==
== Air Attacks ==
=== {{clr|aerial|Neutral Aerial}} ===
=== {{clr|aerial|Neutral Aerial}} ===
<big>Airborne {{Prompt|A}}</big>
<big>Airborne {{Prompt|A}}</big>
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|specificHits=yes
|specificHits=yes
|description=
|description=
* Virtually lagless at 6 frames, making autocanceling a nonissue.
* Virtually lagless, making autocanceling a nonissue.
* Lasts for the duration of an entire short hop.
* Hitbox remains active for an entire shorthop.
Brawler’s all-around most versatile and reliable attack, being usable in virtually every situation. Works as a combo starter, combo extender, ledgetrapping tool, projectile stuffer, approach stopper, recovery interrupter, and kill confirm into normals or specials. The strong hit of nAir can even kill by itself near ledge around 150%, further improving its potency as a ledgetrapping tool.
Brawler’s all-around best move, being usable in nearly every situation. Works for starting and extending combos, ledgetrapping, edgeguarding, stopping approaches, approaching, clanking with weak projectiles, and kill confirms. The strong hit of nAir can even kill near ledge around 150%. Its only drawback is its short range, which can be stuffed out or traded with by many air-to-airs and anti-airs.
}}
}}


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|specificHits=yes
|specificHits=yes
|description=
|description=
* Hits twice, Brawler’s only aerial to do so.
* Brawler's only multihit aerial.
A useful combo tool at low-mid percents, but struggles at higher percents. Its two hits and relatively far range make it both a decent poke and ledge option, as it’ll catch shielding opponents off guard between hits. The first hit of forward air can also link into moves at extremely high percent, including {{clr|special|Thrust Uppercut}} around 150+% for a KO. Outside of these scenarios however, it is not wise to use this move often, as it does not autocancel in a shorthop.
A useful combo tool at low-mid percents. Its two hits and relatively far range make it both a decent neutral poke and ledge option, able to beat parry attempts. Unlike Back Air, it doesn't autocancel in a short hop, making it somewhat committal.


}}
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|description=
|description=
* Autocancels in a short hop.
* Autocancels in a short hop.
The best tool Mii Brawler has for taking stocks in the air. Can also be used as a combo finisher or attack out of down throw at low-to-mid percents. It’s also useful near ledge and offstage when attempting to take stocks at or above 100%, as well as for walling cornered opponents out.
Mii Brawler's other ranged aerial poke. Can also be used as a combo finisher or attack out of down throw at low-to-mid percents, and a kill option at higher percents. Facing away from the opponent and short hopping to threaten bAir is also a strong basis for ledgetrapping and corner pressure.


}}
}}
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|description=
|description=
* Almost autocancels in a short hop fastfall, requiring Mii Brawler to delay their fastfall by a few frames to get it to autocancel optimally.
* Almost autocancels in a short hop fastfall, requiring Mii Brawler to delay their fastfall by a few frames to get it to autocancel optimally.
One of Mii Brawler’s best juggling tools, combo extenders, and kill confirms, capable of linking into itself around mid-high percents, making it a potent ladder tool. Hitting {{clr|aerial|Up Air}} right before landing can convert into several potential kill moves, including {{clr|aerial|DAir}} and {{clr|smash|F-Smash}} around mid-percents and {{clr|aerial|BAir}} or any Up-Special starting around 70% and into nearly 140% against most characters.
One of Mii Brawler’s best juggling tools, combo extenders, and kill confirms, capable of linking into itself around mid-high percents. Hitting {{clr|aerial|Up Air}} right before landing can convert into several potential kill moves, including {{clr|aerial|DAir}} at the ledge, {{clr|smash|F-Smash}} around mid-percents, and {{clr|aerial|BAir}} or any Up-Special starting around 70% and into nearly 140% against most characters.


{{clr|aerial|Up Air}} is also invaluable for juggling situations where the opponent has platforms at their disposal, disrupting their landing timing and forcing them to act preemptively to avoid Mii Brawler.
{{clr|aerial|Up Air}} is also great for juggling situations near platforms, letting Brawler intercept the opponent going to one and immediately using it to start another combo.


}}
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|description=
|description=
* Mii Brawler’s only normal meteor. Can hit below ledge with the correct timing.
* Mii Brawler’s only normal meteor. Can hit below ledge with the correct timing.
* The sourspot launches directly away from Brawler, meaning that a badly-timed {{clr|aerial|DAir}} can still lead to a KO.
* The sourspot launches away from Brawler, still able to reliably KO off the side.
* This move also cannot meteor grounded opponents - only launch them at an angle comparable to {{clr|smash|Up Smash}}.
* {{clr|aerial|DAir}} can't spike grounded opponents - only launch them similarly to {{clr|smash|Up Smash}}.
dAir is one of Brawler's best 2framing tools, reliably hitting linear recoveries like Fox's. Its upwards hurtbox shift and steep launch angle on grounded opponents gives it a niche but good method for taking stocks by surprise.
* Mii Brawler always makes the same noise when using this move, regardless of voice selection. Use this how you will.
While typically not the best move to use in many situations, {{clr|aerial|DAir}} still has some utility. Being able to hit below ledge gives it strong use cases against characters with linear, defenseless recoveries like Pit or Fox. Opponents with somewhat unsafe attacks on shield can also be punished with this move as it kills off the top, similar to {{clr|smash|Up Smash}}.


}}
}}


==Special Moves==
== Special Attacks ==
=== {{clr|special|Neutral Special Selection}} ===

'''<big> {{clr|special|Neutral Specials}} </big>'''

<big>{{Prompt|B}}</big>
<big>{{Prompt|B}}</big>
=== {{clr|special|Shot Put}} ===
==== {{clr|special|Shot Put}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Shot Put
|attack=Shot Put
|specificHits=
|specificHits=
|description=
|description=
* Shot Put becomes weaker as it bounces on terrain, causing it to deal less damage but potentially become more unpredictable and cover small areas for longer.
* Shot Put becomes weaker after bouncing off a surface, losing priority and strength but covers small areas for longer.
* Has a lifetime of roughly 100 frames.
* Lasts roughly a little over a second before disappearing (100 frames after input)
* Shot Put has a hurtbox which is capable of eating projectiles, depending on various factors. Interactions with most projectiles in the game can be seen [https://docs.google.com/spreadsheets/d/1xjU9E4w8iWFqaWe30tAU5LAI4YjMY1Cx0kEyo7ZMNx0/edit?usp=sharing here].
* Shot Put has a hurtbox which is capable of eating projectiles, depending on various factors. Interactions with most projectiles in the game can be seen [https://docs.google.com/spreadsheets/d/1xjU9E4w8iWFqaWe30tAU5LAI4YjMY1Cx0kEyo7ZMNx0/edit?usp=sharing here].


Mii Brawler’s only projectile. Most effective as an edgeguarding tool, allowing for him to apply pressure on a recovery without risking danger to himself. It’s slow to start and has considerable endlag, making Shot Put risky to use onstage - but it’s not without payoff, as it can deal a lot of damage or shield damage, or force the opponent to navigate around it, which is more effective against characters with large hurtboxes and/or bad rolls.
A weighty metal sphere that serves as Mii Brawler’s only projectile. Its slow, arcing trajectory makes it very useful in edgeguarding, intercepting low recoveries with ease. It can be used onstage to control the pace of a match, but it's slow speed and considerable endlag make it risky to use, especially against faster characters. After landing, the shot bounces twice before coming to a complete stop; these bounces can be used as combo tools, notably confirming into Back Air at high percents for a useful kill option at the ledge.


}}
}}
=== {{clr|special|Flashing Mach Punch}} ===
==== {{clr|special|Flashing Mach Punch (FMP)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Flashing Mach Punch
|attack=Flashing Mach Punch
|specificHits=yes
|specificHits=yes
|description=
|description=
* Flashing Mach Punch is fully invincible when it connects with a hitbox, making it effective in doubles or against opponents with setplay items like Snake.
* Mii Brawler is fully invincible on hit, making it effective in doubles or against opponents with setplay items like Snake or Duck Hunt.
* Move will not complete on whiff or block, but transitions into the full attack on hit.
* Will not complete on whiff or block, but transitions into the full attack on hit.
* Stalls Mii Brawler in the air on the first use.
* Stalls Mii Brawler in the air on the first use, unless buffered out of a jump.

A multi-hit move that launches at a similar angle to {{clr|smash|Up Smash}} , but with more power. The similar animation to Rapid Jab in combination with its lower endlag and more ambiguous ending on whiff can make it tricky for opponents to properly punish.
A fast flurry of punches finished with a stronger uppercut with powerful vertical knockback. The initial hits' relatively long duration allow it to serve as a powerful spotdodge check or catch opponents who drop shield too early. In addition, the move doesn't lose power in midair and stalls Brawler on its first aerial use, allowing it to serve as a powerful jump callout or useful shield poke attempt if aiming for the head on an already damaged shield. If buffered out of a jumpsquat, Mii Brawler will not stall and instead fall normally, while the move gains the ability to be B-reversed; this allows Flashing Mach Punch to be used as a decent out of shield option, especially against cross-ups, or as a surprise option when going off platforms. Its ambiguous ending on whiff can make it tricky for opponents to properly punish, but it is still risky to go for on a shield opponent.


}}
}}
=== {{clr|special|Exploding Side Kick}} ===
==== {{clr|special|Exploding Side Kick (ESK)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Exploding Side Kick
|attack=Exploding Side Kick
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*The window to reverse this move is 30 frames long - The first 10 frames will only add 2 frames of startup to the kick, but every additional frame will add a frame to the startup, capping at 72 frames.
*The window to reverse this move is 30 frames long - The first 10 frames will only add 2 frames of startup to the kick, but every additional frame will add a frame to the startup, capping at 72 frames.


Basically Falcon Punch - long startup and small hitbox, with added super armor before the kick if the kick was initiated on the ground. It is surprisingly safe on shield, with the reversed hit being impossible to punish out of shield using any aerial in the game.
Essentially Mii Brawler's Falcon Punch - long startup and small hitbox, with added super armor before the kick if the kick was initiated on the ground. It is surprisingly safe on shield, with the reversed hit being impossible to punish out of shield using any aerial in the game.


Objectively outmatched by Mii Brawler's other options.
Please don't use this move. There are better options for Brawler's Neutral B. If you want to have a big flashy move, just play {{StockIcon|SSBU|Captain Falcon}}.
}}
}}


'''<big> {{clr|special|Side Specials}} </big>'''
=== {{clr|special|Side Special Selection}} ===

<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big>
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big>
==== {{clr|special|Onslaught}} ====

=== {{clr|special|Onslaught}} ===
{{SSBU Move Card
{{SSBU Move Card
|attack=Onslaught
|attack=Onslaught
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|description=
|description=
* Final hit launches independent of the opponent’s weight
* Final hit launches independent of the opponent’s weight
* Onslaught has an aura recharge mechanic - Onslaught launches further the more damage that Mii Brawler has (separate to the effects of rage), but this launch modifier resets on a successful hit. After using it, the move will recharge passively over time - Brawler’s ankle will flash purple when fully charged.
* Onslaught has an aura recharge mechanic - Onslaught launches further the higher Brawler's damage is (separate to the effects of rage), but this launch modifier resets on a successful hit. After using it, the move will recharge passively over time - Brawler’s ankle will flash purple when fully charged.
* The penultimate hit of grounded Onslaught meteors opponents. If the opponent is airborne, they will be launched down out of the move instead of up.
* Under optimal conditions, this move is capable of killing most of the cast around 50% on FD and stages with similar ceiling heights.
* Puts Mii Brawler into special fall after use.
* The penultimate hit of Onslaught meteors opponents. If the opponent is airborne, they will be launched down out of the move instead of up.
* Places Mii Brawler into special fall after use.


Launches a flurry of attacks similar to Flashing Mach Punch, stopping if it hits a shield and entering freefall if it’s used in the air. Its weight-independant knockback can make it useful as a comeback option, as it will kill Bowser as early as it will kill Pichu. If the opponent blocks it, however, be ready to be hard punished.
Launches a flurry of attacks similar to Flashing Mach Punch, stopping if it hits a shield and entering freefall if it’s used in the air. Its weight-independent knockback can make it useful as a comeback option, as it will kill nearly every character around 50% or 60% with max rage. However, the move is extremely punishable if blocked, and completely stops all momentum in the air, making it a subpar recovery option


}}
}}
=== {{clr|special|Burning Dropkick}} ===
==== {{clr|special|Burning Dropkick (BDK)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Burning Dropkick
|attack=Burning Dropkick
|specificHits=yes
|specificHits=yes
|description=
|description=
* B-reversing this move while moving backwards in the air will dramatically increase its distance. This can be combined with a [https://twitter.com/ChirozDR/status/1496777819711586306?s=20&t=T6kN8kSQu_YXCDBxGVhUXQ double jump backward] to do this while effectively moving forwards.
* Commonly shortened to BDK.
* B-reversing this move while moving the opposite direction Mii Brawler intends to go with BDK while airborne will dramatically increase its distance. This can be combined with a [https://twitter.com/ChirozDR/status/1496777819711586306?s=20&t=T6kN8kSQu_YXCDBxGVhUXQ double jump backwards] to effectively do this while moving forwards.
* Can be used multiple times in the air, and is Mii Brawler’s only side special to not put him in freefall.
* Can be used multiple times in the air, and is Mii Brawler’s only side special to not put him in freefall.
* When passing over a surface, [https://twitter.com/ChirozDR/status/1496781541816610821?s=20&t=p2ahbl0ca22LdsDO2hDIAg refreshes Mii Brawler’s resources]
* Passing over a surface [https://twitter.com/ChirozDR/status/1496781541816610821?s=20&t=p2ahbl0ca22LdsDO2hDIAg refreshes Mii Brawler’s resources]


Primarily a recovery move, though capable of killing opponents at high percents, even being a true combo out of landing {{clr|aerial|NAir}} at high percents.
Fundamentally a recovery move, though capable of killing opponents at high percents, even being a true combo out of landing {{clr|aerial|NAir}} at high percents. In neutral, BDK can also make for an absurdly long-ranged burst option, forcing respect from further away than any of Brawler's other tools. Easily punished by dash attacks when blocked, however.


}}
}}
=== {{clr|special|Suplex}} ===
==== {{clr|special|Suplex}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Suplex
|attack=Suplex
|specificHits=yes
|specificHits=yes
|description=
|description=
* If this move is B-reversed while airborne, Suplex reaches noticeably further.
* This pairs nicely both with using it out of shield and in reducing endlag, as a Suplex done instantly out of a jump has significantly less endlag than a Suplex done on the ground.
* Puts Mii Brawler into special fall if whiffed.
* Puts Mii Brawler into special fall if whiffed.
* Reaches noticeably further if B-reversed while airborne.
* When Suplex successfully connects, Mii Brawler will brush off any move that deals less than 13% damage in a single hit. This armor is capable of winning trades.
* A Suplex buffered out of a jump finishes significantly faster than a Suplex done on the ground.
* Suplex has multiple collateral hitboxes when it successfully connects, making it difficult to punish in doubles and effective against characters like Rosalina & Luma or Ice Climbers.
* On connect, Mii Brawler gains a collateral hitbox and armor that ignores any single hit weaker than 13%, making it difficult to punish in doubles and effective against characters like Rosalina & Luma or Ice Climbers.
* Before the grab becomes active, a windbox is placed in front of Brawler.
An unreactable horizontal command grab that can be used as a close-range whiff punish out of dashback or to open up the opponent by punishing them for shielding when they see Mii Brawler jump. It’s also an excellent out of shield option against crossups and opponents who like to shield after landing. Additionally, it covers a large area of most platforms, making it a strong tool for tech situations on platforms. Suplex can also be useful as a sacrificial KO from ledge, but many characters are capable of surviving it on stages with shallower blastzone floors due to opponents gaining height from the release.


An unreactable horizontal command grab that can be used as a close-range whiff punish out of dashback or to punish shields. It’s also an excellent out-of-shield option against cross-ups and opponents who like to shield after landing. Additionally, it both sends opponents to and catches tech options on the platform, allowing Brawler to potentially chain Suplexes together from the right positions. It can also be useful as a sacrificial KO from ledge, but many characters are capable of surviving it on stages with shallower floors.
}}


}}
'''<big> {{clr|special|Up Specials}} </big>'''


=== {{clr|special|Up Special Selection}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
=== {{clr|special|Soaring Axe Kick}} ===
==== {{clr|special|Soaring Axe Kick (SAK)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Soaring Axe Kick
|attack=Soaring Axe Kick
|specificHits=yes
|specificHits=yes
|description=
|description=
* Works similar to {{StockIcon|SSBU|Cloud}}'s {{clr|special|Climhazzard}} - Mii Brawler rises up, and pressing the button again will make him fall with a spiking hitbox.
* Commonly referred to as SAK

* Works similar to {{StockIcon|SSBU|Cloud}}'s {{clr|special|Climhazzard}} - using the move will make Mii Brawler rise, pressing the button again will make him fall with a spiking hitbox.
Mii Brawler’s farthest-reaching attack out of shield, capable of reaching extremely well-spaced attacks from sword characters or characters with high aerial mobility. The falling hitbox will always spike opponents with set knockback, making it a consistent source of sacrificial KOs and ledge-hang KOs when edgeguarding.
Mii Brawler’s farthest-reaching attack out of shield, capable of reaching extremely well-spaced attacks from sword characters or characters with high aerial mobility. The falling hitbox will always spike opponents with set knockback, making it a consistent sacrificial KO option when being edgeguarded or edgeguarding your opponent.


}}
}}
=== {{clr|special|Helicopter Kick}} ===
==== {{clr|special|Helicopter Kick (HK)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Helicopter Kick
|attack=Helicopter Kick
|specificHits=yes
|specificHits=yes
|description=
|description=
* Grants lower body intangibility to Mii Brawler.
* Grants lower body intangibility for the duration of the attack.
* Holding in on the final hit or starting the move on the ground will send the opponent more upwards. Holding out or using the move airborne will send them outwards.
An extremely potent kill move near ledge, capable of killing as early as 40% on even the heaviest opponents. Several moves can confirm into {{clr|special|Helicopter Kick}}, including {{clr|tilt|Down Tilt}} , {{clr|aerial|Up Air}}, {{clr|grab|Down Throw}}, {{clr|aerial|NAir}}, or {{clr|aerial|Up Air}}, all at various percents. Additionally, the lower body intangibility allows Mii Brawler to “block” the ledge against defenseless recoveries by using {{clr|special|Helicopter Kick}} facing away from the ledge.

An extremely potent kill move near ledge, capable of killing as early as 40% on even the heaviest opponents. Several moves can confirm into {{clr|special|Helicopter Kick}}, including {{clr|tilt|Down Tilt}} , {{clr|aerial|Up Air}}, {{clr|grab|Down Throw}}, {{clr|aerial|NAir}}, or {{clr|aerial|Up Air}}, all at various percents. Additionally, the lower body intangibility allows Mii Brawler to “block” the ledge by using {{clr|special|Helicopter Kick}} facing away from the ledge.



}}
}}
=== {{clr|special|Thrust Uppercut}} ===
==== {{clr|special|Thrust Uppercut (TU)}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Thrust Uppercut
|attack=Thrust Uppercut
|specificHits=yes
|specificHits=yes
|description=
|description=
* Grants left arm intangibility for the first few frames of the attack
* Grants left arm intangibility for the first few frames of the attack.
* The final hitbox is deceptively large.
* Deceptively large final hitbox.
Mii Brawler’s fastest option out of shield, capable of punishing extremely safe moves with a little bit of firepower. Its modest hitbox size makes it useful preemptively as well, since it can stuff out landing aerials as a result. It has decent kill power, capable of killing grounded opponents around 150%, kill confirming out of {{clr|aerial|Up Air}} from 90% to 140% against most of the cast, being usable as a finisher in ladder combos that utilize platforms, and punishing opponents going extremely high to recover, sometimes as high up as the magnifying glass. While it can also confirm out of down throw on the ground, grabs on platforms around 60% can also spell death with much less precision and timing required.


Mii Brawler’s fastest option out of shield, punishing some of the safest moves in the game. Its hitbox size makes it useful as an anti-air, stuffing out aerials before they come out. It has decent kill power, capable of killing grounded opponents around 150%, kill confirming out of {{clr|aerial|Up Air}} from 90% to 140% against most of the cast, being usable as a finisher in ladder combos, and punishing opponents going extremely high to recover, sometimes as high up as the magnifying glass. Most notably, however, it can confirm out of down throw from mid-to-high percents, depending on the character; platforms and rage can bring these percents down quickly, making Thrust Uppercut a very threatening option on platform stages.
}}


}}
'''<big> {{clr|special|Down Specials}} </big>'''


=== {{clr|special|Down Special Selection}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
==== {{clr|special|Head-On Assault}} ====

=== {{clr|special|Head-On Assault}} ===
{{SSBU Move Card
{{SSBU Move Card
|attack=Head-On Assault
|attack=Head-On Assault
Line 315: Line 310:
* Move is a multihit on its way down on aerial opponents, increasing its damage value with distance and dragging the opponent with Brawler.
* Move is a multihit on its way down on aerial opponents, increasing its damage value with distance and dragging the opponent with Brawler.
* A singular hit with high shield damage on grounded opponents
* A singular hit with high shield damage on grounded opponents

Mii Brawler rises and then falls in a similar manner to Yoshi or Bowser’s Down B. Capable of killing at high percents. Its unique dragdown mechanic also allows it to be used as a sacrificial KO near the ledge, confirming out of down tilt at low percents.
Mii Brawler rises and then falls in a similar manner to Yoshi or Bowser’s Down B. Capable of killing at high percents. Its unique dragdown mechanic also allows it to be used as a sacrificial KO near the ledge, confirming out of down tilt at low percents. It also deals high shield damage, being able to break a full shield if all hits connect. However, this tends to be inconsistent, as opponents can simply roll out of the initial hit; if successfully blocked, Head-On Assault is extremely punishable.


}}
}}
=== {{clr|special|Feint Jump}} ===
==== {{clr|special|Feint Jump}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Feint Jump
|attack=Feint Jump
|specificHits=yes
|specificHits=yes
|description=
|description=
* Feint Jump has two parts to it: The jump, characterized by a Flip-Jump like arc that can be angled slightly throughout, and the footdive, which is performed by pressing attack, in the direction the stick is being held. Auto Kick will occur if Mii Brawler is above a hitbox while in the jump. The window to be able to dive lasts as long as he is in the animation.
* Feint Jump has two parts to it: The jump, and the divekick, which is performed by pressing the attack button again. The jump will also stomp on any opponents below Brawler as they descend. The window to be able to dive lasts as long as he is in the animation.
* The Jump can be angled forwards or backwards, and the kick can be directed left or right depending on which way the stick is held when attack is pressed.
* If Mii Brawler does not dive, it takes nearly a full second for him to become actionable again.
* Autocancels if done at the peak of a full hop.
* Autocancels if done at the peak of a full hop.
* The divekick will launch grounded opponents up and airborne opponents sideways.
* Dive launch angle changes depending on the opponent’s air/ground state.
* Can walljump, but this loses height for Mii Brawler relative to where he initiated Feint Jump.
* Can walljump, but this overall loses height for Mii Brawler.

Feint Jump primarily acts as a third jump, giving Mii Brawler an additional recovery option. Using the kick to quickly change where he is located in a juggle situation or to return to stage faster can be a strong option, but being hit out of it can spell trouble as Mii Brawler can only use Feint Jump once per airtime. Feint Jump can also be used as a novel way to read the opponent throwing out a projectile from across the stage, but this can be unreliable and easily punished; both the kick and passive landing of Feint Jump have very high landing lag.
Feint Jump mainly acts as a third jump, giving Mii Brawler an additional recovery option. Using the kick to leap out of a juggle situation or to return to stage faster is a strong option, but as Mii Brawler can only use Feint Jump once before landing or grabbing the ledge, it can be risky to commit to. Feint Jump can also be used as a novel way to read the opponent throwing out a projectile from across the stage, but this can be easily punished on whiff and block, as both the kick and passive landing of Feint Jump have very high landing lag.


}}
}}
=== {{clr|special|Counter Throw}} ===
==== {{clr|special|Counter Throw}} ====
{{SSBU Move Card
{{SSBU Move Card
|attack=Counter Throw
|attack=Counter Throw
|specificHits=yes
|specificHits=yes
|description=
|description=
* On a successful counter, grabs the opponent and throws them behind, with the launch angle changing depending on Mii Brawler’s air/ground state.
* On a successful counter, grabs the opponent and throws them backwards, above and behind if Mii Brawler performs it in the air.
* Hit detection is shorter than other counters and only detects physical attacks around Mii Brawler’s elbow, creating a blind spot below and behind Brawler.
* Hit detection is shorter than other counters and only detects physical attacks around Mii Brawler’s elbow, creating a blind spot against low pokes, hits from behind, and projectiles.
* Much lower endlag relative to other counters, making it relatively safe on whiff.
* Projectiles do not activate hit detection.

* Much lower endlag relative to other counters, allowing this move to be spammed or quickly recovered from.
A unique counterattack that functions like a command grab. If it successfully connects, Counter Throw is the second-strongest counterattack in the game, reflecting 1.5x the original attack's damage. It also has much less ending lag than a conventional counter and slightly stalls Brawler's fall speed in midair. However, the move's detection range is very small, being centered on Brawler's front forearm, which makes it lose to low attacks. In addition, the move's grabbox can be avoided by sufficiently disjointed melee attacks, while the move itself completely fails against projectiles.
Counter Throw is loaded with quirks and gimmicks relative to other counters, but they all come together to create an inconsistent and manipulatable counter. Regardless, using one is low-risk and high-reward, as the full animation only lasts a second and the counter is absurdly strong, making it useful for keeping the opponent on their feet when they would otherwise try to run Brawler over.


}}
}}
Line 354: Line 351:
----
----
;Standing Grab
;Standing Grab
A short-ranged, quick grab.
A quick, short-ranged grab.
----
----
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})
Line 365: Line 362:


}}
}}

=== {{clr|grab|Forward Throw}} ===
=== {{clr|grab|Forward Throw}} ===
<big>After grabbing, {{Prompt|Analog Right}}</big>
<big>After grabbing, {{Prompt|Analog Right}}</big>
Line 396: Line 394:
|specificHits=yes
|specificHits=yes
|description=
|description=
* Sports a collateral hitbox on frame 18.
* Has a collateral hitbox on frame 18.
Mii Brawler’s best combo throw, converting into much of his kit for damage or kills up until about 100% against most characters. Its collateral hitbox combined with its invulnerability allow it to interact with nearby opponents and tools without interrupting the attack, making it an excellent option to close in on characters like Snake without fear of interference. Additionally, it kills off the top around 200%, making it a good last-resort kill option.
Mii Brawler’s best combo throw, converting into much of his kit for damage or kills up until about 90% against most characters. Its collateral hitbox combined with its invulnerability allow it to interact with nearby opponents and tools without interrupting the attack, making it an excellent option to close in on characters like Snake without fear of interference. Additionally, it kills off the top around 200%, making it a good last-resort kill option.


}}
}}

Latest revision as of 06:16, 22 November 2023


Overview

Mii Brawler
Weight:94
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3-17 intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-29 intangible (Neutral)
3-21 intangible (Directional)
Fastest OOS:Thrust Uppercut(Up B 3) (3F), NAir (6F), Up Smash (8F)
Overview
Mii Brawler (Brawler) is a rushdown character with great mobility, excellent frame data, and far-reaching yet committal burst options. Their versatile base moveset gives the player freedom to tailor their specials to deal with various characters they will encounter.

Mii Brawler’s NAir is the centerpiece of their toolkit, seeing use in nearly every situation from comboing to edgeguarding. Many of their best combos are helped by their long-lasting Up Tilt and fast Up Air, both of which can convert into death with platform combo extensions or optimal positioning near the ledge. To aid their approach, both Grab and Suplex can be used against shielding opponents, making them think twice about staying put and opening them up to other attacks. Alternatively, Burning Dropkick aids recovery and extends Brawler's burst range even further. Mii Brawler’s win condition is usually determined by the Up Special, which can either incentivize pushing an opponent to the corner for an early kill with Helicopter Kick, or threatening jumps and landings throughout the stage with Thrust Uppercut.

In spite of their multitude of approach options, Brawler can often find themself the victim of being repeatedly stuffed out as a result of their stubby normals, with their longer-ranged options being easily punished on whiff or block. Brawler can also struggle in the corner, possessing poor rolls both onstage and off ledge, a mediocre ledge attack, and an overreliance on their shield that can lead to them being easily grabbed or spaced around.

Players interested in a well-rounded character with a move for any situation and reward for any opening should consider Mii Brawler, picking their special moves based on what positions they favor the most, or even switching from matchup to matchup.

Summary
Mii Brawler is a customizable and beginner-friendly rushdown fighter that excels at using their quick moves to whiff punish and combo.
Pros Cons
  • Large Effective Range: Thanks to their fast jump, fallspeed, Dash Attack, as well as their side specials Suplex and Burning Dropkick, Mii Brawler can threaten an approach from nearly anywhere, conditioning opponents from midstage and beyond.
  • Great Frame Data: Almost all of Brawler’s options come out extremely fast and recover quickly, with only 2 normals being slower than frame 10.
  • High Damage Output: From simple grab confirms to 65% strings, Mii Brawler can deal enough damage to make any opening worthwhile.
  • Adaptable: Alongside Mii Gunner and Mii Swordfighter, Mii Brawler is one of the only characters that can customize their special moves. Allowing them to change key moves versus specific opponents.
  • Fantastic OoS Game: Being one of the few characters privileged to have a 3F OoS Option in Thrust Uppercut(Up B 3), opponents will find it hard to counter Brawler's shield. Even if Brawler does not use Thrust Uppercut, they have plenty of other viable options that would be a core reversal option to any other fighter.
  • Poor Defensive Frame Data: Mii Brawler’s rolls and standard ledge options are slower than average, meaning they rely on their shield to escape pressure more often.
  • Easy to Combo: Although Brawler does have decent recovery tools to mix up their options and an average weight, their high fall speed makes it easy for them to get edgeguarded and comboed.
  • Little Offstage Presence: Mii Brawler’s fast fall speed in combination with their average at-best vertical recovery means chasing opponents far offstage comes with great risk.
  • Short-Ranged Normals: Even relative to other short-ranged characters like Mario or Fox, Mii Brawler's normals are noticeably small with little to no disjoint to make up for it. This can result in losing scraps with other fighters simply for being not close enough.
Adjustable Moveset
Sharing this trait with fellow Miis Mii Gunner and Mii Swordfighter, Mii Brawler is equipped with twelve custom specials - three for each slot. While some options are objectively inferior (such as Exploding Side Kick for Neutral-Special or Onslaught for Side-Special) the options at the player’s disposal allow for multiple viable movesets, with about a dozen ranging from modestly effective to extremely viable.



Though this allows Brawler to be adaptable, bear in mind that one move may not cover situations that another can. Weigh the pros and cons in the matchup, and consider the opportunity costs of selecting each special move before selecting them.


Normal Attacks

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 1.8 2-3 16 361/180 -10 to -9 N/A
Jab 2 1.0 2-3 19 361/180 -14 to -13 N/A
Rapid Jab 0.5 2/4/6/8/10/12/14/16 19 361 NaN N/A
Rapid Jab (Finisher) 2.0 4-5 41 45 -33 to -32 N/A
  • Transitions into a multi-hit jab with a finisher.

A simple jab and Brawler’s fastest ground normal. Works as an effective low-percent combo breaker. As NAir has high shield safety, mashing Jab to catch people dropping shield can be a reliable frame trap. Additionally, Jab1 only lasts 16 frames, making it Brawler's best jab lock and a safe catch to stop opponents from extending into Brawler's range.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 25/15 N/A N/A 3
Jab 2 25 25/20 N/A N/A 2
Rapid Jab 7 20 N/A N/A 2
Rapid Jab (Finisher) 65 130 N/A N/A 3


Forward Tilt

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
(Neutral/Up/Down) 8.0/8.5/8.3Neutral/Up/Down 6-8 28 361 -13 to -11 N/A

A reliable grounded poke, effective when used in close range situations to create space or put the opponent in a tech-chase scenario. Can also be pivot canceled to be used like a second dash attack, which also sets up for tech-chases.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
(Neutral/Up/Down) 34 86 N/A N/A 8


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 5-12 30 96 -18 to -11 N/A
  • Active for eight frames, spending six of which at its maximum height
  • First frame of activity can hit below ledge.

One of Brawler’s best combo tools, capable of both initiating and extending them, while also functioning as a quick anti-air. Beginning around 30-40 percent, Up Tilt can link into itself. Higher percentages can lead into uAir and other various combo routes, which can be even further assisted by platforms. Additionally, the lingering hitbox makes it ideal for catching opponents landing with no hitbox.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
28 130 N/A N/A 6


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 7-8 28 80 -12 to -11 N/A
  • Hits below ledge

Brawler’s best combo starter and extender from 0 to 50%, converting out of nAir and into other aerials on most characters. Extremely effective in tandem with Helicopter Kick near ledge to convert into kills as early as 50%, but proper DI from the opponent (Out) can limit combo potential at higher percents compared to uTilt.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 90 N/A N/A 8


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 11.0 6-9 36 60 -19 to -16 N/A
Late 6.0 10-17 36 60 -19 to -12 N/A
  • Crosses up at extremely close range.
  • A combo finisher at low percents.

A very fast whiff punish and landing-catch tool. Its large, lingering hitbox and fast startup make it useful for juggling the opponent or closing distance. While not a kill move, it gives great stage positioning at any percent and launches the opponent at high percents, enough to grant juggling or edgeguarding opportunties.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 100 50 N/A N/A 10
Late 100 40 N/A N/A 6


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
18.027 charged 17-18 68 361 -38 to -37-33 to -32 charged N/A
  • Hits every ledgehang in the game.
  • Confirms out of a jab lock using jab 1.

Mii Brawler’s slowest yet strongest normal, only useful for hard reads or in confirms with demandingly specific percent windows. It has high endlag, meaning whiffing one can lead to an easy punish for the opponent. Angling this attack down against opponents regrabbing the ledge can lead to very early kills.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
35 102 N/A N/A 126 charged
  • Can be angled


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 14.021 charged 8-12 48 84 -29 to -25-25 to -21 charged N/A
Late 10.015 charged 13-14 48 84 -27 to -26-24 to -23 charged N/A
  • Legs are intangible.
  • Has a weaker hitbox in the back that rarely, if ever kills.

A very powerful option to use out of shield, and one of Mii Brawler’s most reliable kill moves. Brawler’s intangible leg makes it useful against opponents that land with hitboxes frequently, such as Wolf. It is also effective in reading tech and ledge options at high percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 33 96 N/A N/A 105 charged
Late 32 93 N/A N/A 74 charged


Down Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.019.5 charged 9-10 44 32/35 -25 to -24-21 to -20 charged N/A
  • The leg hitbox has slightly more knockback than the fist.

A reliable tool for catching opponents in special fall that are making their landing location ambiguous, or for corner scenarios where there isn’t enough time to use Forward Smash. Opportunities where Down Smash is the best option are rare, but not nonexistent.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
41/50 85/88 N/A N/A 95 charged


Air Attacks

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.0 3-5 46 361 -2 N/A
Late 5.0 6-29 46 361 -3 N/A
  • Virtually lagless, making autocanceling a nonissue.
  • Hitbox remains active for an entire shorthop.

Brawler’s all-around best move, being usable in nearly every situation. Works for starting and extending combos, ledgetrapping, edgeguarding, stopping approaches, approaching, clanking with weak projectiles, and kill confirms. The strong hit of nAir can even kill near ledge around 150%. Its only drawback is its short range, which can be stuffed out or traded with by many air-to-airs and anti-airs.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 20 100 6 1-2, 37+ 4
Late 20 90 6 - 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 5.0 8-9 45 25 -7 N/A
Hit 2 6.0 15-17 45 40 -7 N/A
  • Brawler's only multihit aerial.

A useful combo tool at low-mid percents. Its two hits and relatively far range make it both a decent neutral poke and ledge option, able to beat parry attempts. Unlike Back Air, it doesn't autocancel in a short hop, making it somewhat committal.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 39/47 10 11 1-2, 30+ 3
Hit 2 35 100 11 - 3


Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 7-9 40 361 -6 N/A
  • Autocancels in a short hop.

Mii Brawler's other ranged aerial poke. Can also be used as a combo finisher or attack out of down throw at low-to-mid percents, and a kill option at higher percents. Facing away from the opponent and short hopping to threaten bAir is also a strong basis for ledgetrapping and corner pressure.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
10 105 11 28+ 5


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 6-10 36 75 -6 N/A
  • Almost autocancels in a short hop fastfall, requiring Mii Brawler to delay their fastfall by a few frames to get it to autocancel optimally.

One of Mii Brawler’s best juggling tools, combo extenders, and kill confirms, capable of linking into itself around mid-high percents. Hitting Up Air right before landing can convert into several potential kill moves, including DAir at the ledge, F-Smash around mid-percents, and BAir or any Up-Special starting around 70% and into nearly 140% against most characters.

Up Air is also great for juggling situations near platforms, letting Brawler intercept the opponent going to one and immediately using it to start another combo.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
9 100 10 23+ 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0 16-17 50 270/70 -13 N/A
Late 12.0 18 50 361 -13 N/A
  • Mii Brawler’s only normal meteor. Can hit below ledge with the correct timing.
  • The sourspot launches away from Brawler, still able to reliably KO off the side.
  • DAir can't spike grounded opponents - only launch them similarly to Up Smash.

dAir is one of Brawler's best 2framing tools, reliably hitting linear recoveries like Fox's. Its upwards hurtbox shift and steep launch angle on grounded opponents gives it a niche but good method for taking stocks by surprise.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 10/30 95/100 18 1-4, 37+ 5
Late 30 100 18 5


Special Attacks

Neutral Special Selection

Shot Put

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.0/11.2Falling/After Bounce 28 onwards 67 47 NaN N/A
  • Shot Put becomes weaker after bouncing off a surface, losing priority and strength but covers small areas for longer.
  • Has a lifetime of roughly 100 frames.
  • Shot Put has a hurtbox which is capable of eating projectiles, depending on various factors. Interactions with most projectiles in the game can be seen here.

A weighty metal sphere that serves as Mii Brawler’s only projectile. Its slow, arcing trajectory makes it very useful in edgeguarding, intercepting low recoveries with ease. It can be used onstage to control the pace of a match, but it's slow speed and considerable endlag make it risky to use, especially against faster characters. After landing, the shot bounces twice before coming to a complete stop; these bounces can be used as combo tools, notably confirming into Back Air at high percents for a useful kill option at the ledge.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 58 N/A N/A 5/4

Flashing Mach Punch (FMP)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial hits 0.4x5 10, 14, 17, 20, 22 107, 59 on whiff 190/80/366/60 -29 N/A
Successive Hits 0.4x20 25-53 107 366 N/A N/A
Launcher 9.5 65 107 75 N/A N/A
  • Mii Brawler is fully invincible on hit, making it effective in doubles or against opponents with setplay items like Snake or Duck Hunt.
  • Will not complete on whiff or block, but transitions into the full attack on hit.
  • Stalls Mii Brawler in the air on the first use, unless buffered out of a jump.

A fast flurry of punches finished with a stronger uppercut with powerful vertical knockback. The initial hits' relatively long duration allow it to serve as a powerful spotdodge check or catch opponents who drop shield too early. In addition, the move doesn't lose power in midair and stalls Brawler on its first aerial use, allowing it to serve as a powerful jump callout or useful shield poke attempt if aiming for the head on an already damaged shield. If buffered out of a jumpsquat, Mii Brawler will not stall and instead fall normally, while the move gains the ability to be B-reversed; this allows Flashing Mach Punch to be used as a decent out of shield option, especially against cross-ups, or as a surprise option when going off platforms. Its ambiguous ending on whiff can make it tricky for opponents to properly punish, but it is still risky to go for on a shield opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial hits 35 FKB/50 FKB/30 FKB/110 FKB 100 N/A N/A 2/4
Successive Hits 50 FKB 100 N/A N/A 2
Launcher 65 109 N/A N/A 9

Initial hits:

  • If any of the 5 hits land, Brawler will continue doing Flashing Mach Punch. Else, it will enter a fail animation

Fail animation 23F

Exploding Side Kick (ESK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Normal/Reversed 25.0/28.0 50-52, up to 72-74 80 361 -7 to -5/-9 to -7 N/A
  • The window to reverse this move is 30 frames long - The first 10 frames will only add 2 frames of startup to the kick, but every additional frame will add a frame to the startup, capping at 72 frames.

Essentially Mii Brawler's Falcon Punch - long startup and small hitbox, with added super armor before the kick if the kick was initiated on the ground. It is surprisingly safe on shield, with the reversed hit being impossible to punish out of shield using any aerial in the game.

Objectively outmatched by Mii Brawler's other options.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Normal/Reversed 40 80 N/A N/A 22/20


Side Special Selection

/ +

Onslaught

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, Rushdown 2.0 16-30 74 60 -54 to -40 N/A
Ground, Multihits 2.0 x4 4-5, 8-10, 13-16, 18-19 N/A 70,367,367,270 N/A N/A
Ground, Launcher 7.0 28-29 71 -35 to -34 N/A
Air, Rushdown 2.0 16-30 N/A 75 N/A N/A
Air, Multihits 2.0x4 4-5, 8-10, 13-16, 18-19 N/A 367, 367, 367, 60 N/A N/A
Air, Launcher 7.0 28-30 N/A 70 N/A N/A
  • Final hit launches independent of the opponent’s weight
  • Onslaught has an aura recharge mechanic - Onslaught launches further the higher Brawler's damage is (separate to the effects of rage), but this launch modifier resets on a successful hit. After using it, the move will recharge passively over time - Brawler’s ankle will flash purple when fully charged.
  • The penultimate hit of grounded Onslaught meteors opponents. If the opponent is airborne, they will be launched down out of the move instead of up.
  • Puts Mii Brawler into special fall after use.

Launches a flurry of attacks similar to Flashing Mach Punch, stopping if it hits a shield and entering freefall if it’s used in the air. Its weight-independent knockback can make it useful as a comeback option, as it will kill nearly every character around 50% or 60% with max rage. However, the move is extremely punishable if blocked, and completely stops all momentum in the air, making it a subpar recovery option


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, Rushdown 130 FKB 50 N/A N/A 3
Ground, Multihits 11 FKB, 16 FKB, 50 FKB, 55 FKB 100/100/100/80 N/A N/A N/A
Ground, Launcher 58 144 N/A N/A N/A
Air, Rushdown 60 FKB 100 30/40 N/A 3
Air, Multihits 30 FKB, 16 FKB, 50 FKB, 40 FKB 100/100/100/70 30/40 N/A N/A
Air, Launcher 54 135 30/40 N/A N/A

Burning Dropkick (BDK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early/Late 13.0 18-26/27-29Early/Late 34 on hit, 69 on whiff 44 -22 N/A
  • B-reversing this move while moving backwards in the air will dramatically increase its distance. This can be combined with a double jump backward to do this while effectively moving forwards.
  • Can be used multiple times in the air, and is Mii Brawler’s only side special to not put him in freefall.
  • Passing over a surface refreshes Mii Brawler’s resources

Fundamentally a recovery move, though capable of killing opponents at high percents, even being a true combo out of landing NAir at high percents. In neutral, BDK can also make for an absurdly long-ranged burst option, forcing respect from further away than any of Brawler's other tools. Easily punished by dash attacks when blocked, however.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early/Late 70/60 60/54 18 on hit, 30 on whiff N/A 12

Suplex

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Dash Grab N/A 13-21windbox on 9-12 51 N/A N/A N/A
Aerial Grab N/A 13-21 windbox on 9-12 60 N/A N/A N/A
Initial Hit 3.0 2-5 80 50 N/A 14% heavy armor 1-71
Landing 15.0 47-48 80 361 -28 to -27 14% heavy armor 1-71
  • Puts Mii Brawler into special fall if whiffed.
  • Reaches noticeably further if B-reversed while airborne.
  • A Suplex buffered out of a jump finishes significantly faster than a Suplex done on the ground.
  • On connect, Mii Brawler gains a collateral hitbox and armor that ignores any single hit weaker than 13%, making it difficult to punish in doubles and effective against characters like Rosalina & Luma or Ice Climbers.

An unreactable horizontal command grab that can be used as a close-range whiff punish out of dashback or to punish shields. It’s also an excellent out-of-shield option against cross-ups and opponents who like to shield after landing. Additionally, it both sends opponents to and catches tech options on the platform, allowing Brawler to potentially chain Suplexes together from the right positions. It can also be useful as a sacrificial KO from ledge, but many characters are capable of surviving it on stages with shallower floors.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Dash Grab N/A N/A N/A N/A N/A
Aerial Grab N/A N/A N/A N/A N/A
Initial Hit 60 100 N/A N/A 4
Landing 65 70 N/A N/A 4


Up Special Selection

+

Soaring Axe Kick (SAK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rise 4.0 10-15 56 86/96/83 -23 N/A
Fall 3.0/6.0Sourspot/Spike N/A 2 273/268/260/45 - N/A
Landing 4.0 1-2 30 45 -23 to -22 N/A
  • Works similar to Cloud's Climhazzard - Mii Brawler rises up, and pressing the button again will make him fall with a spiking hitbox.

Mii Brawler’s farthest-reaching attack out of shield, capable of reaching extremely well-spaced attacks from sword characters or characters with high aerial mobility. The falling hitbox will always spike opponents with set knockback, making it a consistent sacrificial KO option when being edgeguarded or edgeguarding your opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rise 79 FKB/63 FKB 100 29Without follow up N/A 5
Fall 123 FKB/127 FKB/135 FKB/125 100/45 N/A N/A 4/6
Landing 45 170 N/A N/A 5

Helicopter Kick (HK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground (1, 2-5, Launcher) 3.0, 1.5, 6.01, 2-5, Launcher 8-9, 15, 20, 26, 31, 36-37 N/A 75, 367, 55 -26 legs intangible 8-37
Air, (1, 2-5, 6) 1.5, 1.5, 61, 2-5, 6 8-9, 15, 20, 26, 31, 36-37 N/A 367, 367, 43 -26 legs intangible 8-37
  • Grants lower body intangibility for the duration of the attack.
  • Holding in on the final hit or starting the move on the ground will send the opponent more upwards. Holding out or using the move airborne will send them outwards.

An extremely potent kill move near ledge, capable of killing as early as 40% on even the heaviest opponents. Several moves can confirm into Helicopter Kick, including Down Tilt , Up Air, Down Throw, NAir, or Up Air, all at various percents. Additionally, the lower body intangibility allows Mii Brawler to “block” the ledge by using Helicopter Kick facing away from the ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground (1, 2-5, Launcher) 70 FKB, 70 FKB, 65 100, 100, 113 26 N/A 4, 3, 6
Air, (1, 2-5, 6) 70 FKB, 65 100, 100, 108 26 N/A 3, 3, 6

Thrust Uppercut (TU)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multhit, Launcher 0.8/9.0Multihit,Launcher 3/5-6/8-9/11-12/14, 19-20 N/A 80/105/367, 89 N/A Left arm 3-6
  • Grants left arm intangibility for the first few frames of the attack.
  • Deceptively large final hitbox.

Mii Brawler’s fastest option out of shield, punishing some of the safest moves in the game. Its hitbox size makes it useful as an anti-air, stuffing out aerials before they come out. It has decent kill power, capable of killing grounded opponents around 150%, kill confirming out of Up Air from 90% to 140% against most of the cast, being usable as a finisher in ladder combos, and punishing opponents going extremely high to recover, sometimes as high up as the magnifying glass. Most notably, however, it can confirm out of down throw from mid-to-high percents, depending on the character; platforms and rage can bring these percents down quickly, making Thrust Uppercut a very threatening option on platform stages.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multhit, Launcher 170 FKB/160 FKB/80 FKB/90FKB, 74 100, 71 N/A N/A 2, 9


Down Special Selection

+

Head-On Assault

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground Scoops 6.0 8,9-11,12-15 75/91/93,40,10 N/A N/A
Air, Hit 1 16.0 23 60 N/A N/A
Falling hits 1.0 26, 29, 32... 270 N/A N/A
Landing 14.0 1-4 94 if initiated on the ground, N/A if airborne 60 -44 N/A
  • Move is a multihit on its way down on aerial opponents, increasing its damage value with distance and dragging the opponent with Brawler.
  • A singular hit with high shield damage on grounded opponents

Mii Brawler rises and then falls in a similar manner to Yoshi or Bowser’s Down B. Capable of killing at high percents. Its unique dragdown mechanic also allows it to be used as a sacrificial KO near the ledge, confirming out of down tilt at low percents. It also deals high shield damage, being able to break a full shield if all hits connect. However, this tends to be inconsistent, as opponents can simply roll out of the initial hit; if successfully blocked, Head-On Assault is extremely punishable.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground Scoops 83 FKB/80 FKB,40,35 100,5,5 N/A N/A 6
Air, Hit 1 120 51 N/A N/A 14
Falling hits 60 FKB 100 N/A N/A 2
Landing 120/122 48/56 N/A N/A 13

Feint Jump

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jump - 56 - fully intangible 2-4
Autokick 7.0 1-2 27 340/300 -27 N/A
Kick 10.0 8-21 43 35/60 -27 N/A
  • Feint Jump has two parts to it: The jump, and the divekick, which is performed by pressing the attack button again. The jump will also stomp on any opponents below Brawler as they descend. The window to be able to dive lasts as long as he is in the animation.
  • The Jump can be angled forwards or backwards, and the kick can be directed left or right depending on which way the stick is held when attack is pressed.
  • Autocancels if done at the peak of a full hop.
  • The divekick will launch grounded opponents up and airborne opponents sideways.
  • Can walljump, but this overall loses height for Mii Brawler.

Feint Jump mainly acts as a third jump, giving Mii Brawler an additional recovery option. Using the kick to leap out of a juggle situation or to return to stage faster is a strong option, but as Mii Brawler can only use Feint Jump once before landing or grabbing the ledge, it can be risky to commit to. Feint Jump can also be used as a novel way to read the opponent throwing out a projectile from across the stage, but this can be easily punished on whiff and block, as both the kick and passive landing of Feint Jump have very high landing lag.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jump - - 29 N/A -
Autokick 80/65 11/80/14 37 N/A 7
Kick 65 90 37 N/A 10

Jump:

    • Total frames only applies if you do not land the whole animation
  • Has detection frames 27-42, which will transition to Autokick.


Autokick:

  • Spikes

Counter Throw

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Counter Window -- 6-23 39 N/A N/A int 6-7
Throw 14.0 13 49 45 N/A all intangible 1-2, invulnerable 3-24
  • On a successful counter, grabs the opponent and throws them backwards, above and behind if Mii Brawler performs it in the air.
  • Hit detection is shorter than other counters and only detects physical attacks around Mii Brawler’s elbow, creating a blind spot against low pokes, hits from behind, and projectiles.
  • Much lower endlag relative to other counters, making it relatively safe on whiff.

A unique counterattack that functions like a command grab. If it successfully connects, Counter Throw is the second-strongest counterattack in the game, reflecting 1.5x the original attack's damage. It also has much less ending lag than a conventional counter and slightly stalls Brawler's fall speed in midair. However, the move's detection range is very small, being centered on Brawler's front forearm, which makes it lose to low attacks. In addition, the move's grabbox can be avoided by sufficiently disjointed melee attacks, while the move itself completely fails against projectiles.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Counter Window N/A N/A N/A N/A N/A
Throw 75 70 N/A N/A N/A


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6-7 35 N/A N/A N/A
Dash N/A 9-10 43 N/A N/A N/A
Pivot N/A 10-11 38 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A
  • PlaceHolder

Standing Grab

A quick, short-ranged grab.


Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 14 38 42 N/A all invincible 1-14

Useful as a kill throw on opponents near ledge at very high percents. Its quick startup gives it the opportunity to catch opponents DIing poorly if buffered. However, it’s prone to becoming stale.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 65 N/A N/A N/A

Back Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Collateral 4.0 9-10 43 45 -28 to -27 all invincible 1-11
Throw 5.0 11 43 45 N/A all invincible 1-11
  • Sports a collateral hitbox on frame 9.

Strictly a positioning throw, useful for reversing Mii Brawler and the opponent’s positioning and setting up for edgeguards and ledgetraps.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Collateral 50 130 N/A N/A 5
Throw 70 60 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 16 40 93 N/A all invincible 1-16

While not a strong combo or kill throw, Up Throw sets up for juggles while dealing the most individual damage out of any of Mii Brawler’s throws, making it useful center stage at high percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 30 N/A N/A N/A

Down Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Collateral 2.0 18-19 36 361 -14 to -13 all invincible 1-20
Throw 4.0 20 36 80 N/A all invincible 1-20
  • Has a collateral hitbox on frame 18.

Mii Brawler’s best combo throw, converting into much of his kit for damage or kills up until about 90% against most characters. Its collateral hitbox combined with its invulnerability allow it to interact with nearby opponents and tools without interrupting the attack, making it an excellent option to close in on characters like Snake without fear of interference. Additionally, it kills off the top around 200%, making it a good last-resort kill option.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Collateral 80 40 N/A N/A 3
Throw 65 120 N/A N/A N/A


Misc. Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 23-25 56 45 -23 to -21 all intangible 1-25
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 16-21 46 48 -22 to -17 all intangible 1-21
Down 7.0 16-21 46 48 -22 to -17 all intangible 1-21

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-32 50 361 -24 to -11 all intangible 1-7
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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To edit frame data, edit values in SSBU/Mii Brawler/Data.
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