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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Mii Brawler}} (Brawler) is a rushdown character with |
|overview= {{StockIcon|SSBU|Mii Brawler}} (Brawler) is a rushdown character with great mobility, excellent frame data, and far-reaching yet committal burst options. His versatile base moveset gives the player freedom to tailor their specials to deal with various characters they will encounter. |
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Mii Brawler’s {{clr|aerial|NAir}} is core to his toolkit, and sees use in nearly every situation |
Mii Brawler’s {{clr|aerial|NAir}} is core to his toolkit, and sees use in nearly every situation. Many of his best combos are made by his 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 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. Alternatively, {{clr|special|Burning Dropkick}} can simultaneously aid his recovery and extend his burst range even further. Lastly, Mii Brawler’s win condition 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}}. |
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Players interested in a |
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. |
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|summary= is a beginner friendly rushdown character that excels at using their quick moves to whiff punish opponents, with the ability to customize their moveset to adapt to their opponents. |
|summary= is a beginner friendly rushdown character that excels at using their quick moves to whiff punish opponents, with the ability to customize their moveset to adapt to their opponents. |
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|pros= |
|pros= |
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* '''Large |
* '''Large Effective Range''': Thanks to his fast jump, fallspeed, {{clr|tilt|Dash Attack}}, as well as his side specials {{clr|special|Suplex}} and {{clr|special|Burning Dropkick}}, Mii Brawler can threaten a quick assault from nearly anywhere, conditioning various actions from midstage and beyond. |
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* '''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 of his normals being slower than frame 10. |
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* ''' |
* '''High Damage Output''': From simple grab confirms to 65% strings, Mii Brawler can deal enough damage to make any opening worthwhile. |
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*'''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 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. |
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*'''Fantastic OoS Game''': Being one of the few characters privileged to have a 3F OoS Option in {{clr|special|Thrust Uppercut(Up B 3)}}, |
*'''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 bring along {{clr|special|Thrust Uppercut(Up B 3)}},they have plenty of other OoS options that are either fast({{clr|aerial|NAir}}), far reaching {{clr|special|Soaring Axe Kick(Up B 1)}} or have KO potential({{clr|smash|Up Smash}}). |
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*'''Matchup Knowledge''': Very few people play the Miis, meaning that opponent's may not be aware of some counterplay to Brawler. |
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|cons= |
|cons= |
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* '''Poor Defensive Frame Data''': Mii Brawler’s rolls and standard ledge options are slower than average, meaning |
* '''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. |
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*'''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 his options and an average weight, his fast falling speed makes it easy for him to get edgeguarded and get combo'd. |
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* ''' |
* '''Little 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. |
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*'''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. |
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*'''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. |
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*'''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. |
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|weight = 94 |
|weight = 94 |
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|spotDodge = 25F (3-17 intangible) |
|spotDodge = 25F (3-17 intangible) |
Revision as of 09:53, 14 April 2023
![](http://static.miraheze.org/dragdownwiki/thumb/2/20/SSBU_Mii_Brawler_Stock.png/25px-SSBU_Mii_Brawler_Stock.png)
Mii Brawler’s NAir is core to his toolkit, and sees use in nearly every situation. Many of his best combos are made by his 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 his approach, both Grab and Suplex can be used against frequently shielding opponents, making them think twice about staying put and opening them up to other attacks. Alternatively, Burning Dropkick can simultaneously aid his recovery and extend his burst range even further. Lastly, Mii Brawler’s win condition is usually determined by his 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.
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.
![]() |
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/4/44/SSBU_Mii_Gunner_Stock.png/25px-SSBU_Mii_Gunner_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/5/5c/SSBU_Mii_Swordfighter_Stock.png/25px-SSBU_Mii_Swordfighter_Stock.png)
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.
Normal Moves
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. |
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(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. 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 the 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 invincible.
- 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 |
Aerials
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 poke and ledge option, as it’ll beat parry. Outside of these scenarios however, it is not wise to use this move often, as it does not autocancel in a shorthop while Back Air does.
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. Facing away from the opponent and short hopping to threaten bAir is also a strong basis for a ledgetrapping and corner pressure flowchart.
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 and 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 directly away from Brawler, so a badly-timed DAir can still lead to a KO.
- This move also cannot meteor grounded opponents - only launch them at an angle comparable to Up Smash.
- Mii Brawler always makes the same noise when using this move, regardless of voice selection. Use this how you will.
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 Moves
Neutral Specials
Shot Put
-
Use for edgeguarding, not for neutral
-
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 becomes more unpredictable and can cover small areas for longer.
- 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 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 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.
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.
- Move 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 multi-hit move that launches at a similar angle to Up Smash, but with more power and damage. Its ambiguous ending on whiff can make it tricky for opponents to properly punish on block or whiff
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.
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.
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 Captain Falcon.
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 Specials
/
+
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 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.
- Under optimal conditions, this move is capable of killing most of the cast around 50% on FD and stages with similar ceiling heights.
- The penultimate hit of 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-independant knockback can make it useful as a comeback option, as it will kill Bowser as early as it will kill Pichu. Can be punished hard on whiff or block.
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 the opposite direction Mii Brawler intends to go with BDK while airborne will dramatically increase its distance. This can be combined with a double jump backwards 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.
- When 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 crossups 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 Specials
+
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.
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. While it can also confirm out of down throw on the ground, grabs on platforms around 60% can also lead to death with much less precision and timing required.
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 Specials
+
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.
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 footdive, 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 footdive 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; 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.
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. The full animation only lasts a second and a successful counter is absurdly strong, making it useful for keeping the opponent on their feet when they would otherwise try to run Brawler over.
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 |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder