Editing Mii Brawler (SSBU)

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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]
|tier = B+
|ranking = 36
}}
}}
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:{{cquote|An expert in physical combat, capable of delivering powerful blows.|cite=The Brawler's ''Ultimate'' description}}
The '''Mii Brawler''' ({{ja|Mii格闘タイプ|Mii Kakutō Taipu}}, ''Mii Hand-to-Hand Fighting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018 along with the other {{SSBU|Mii Fighter}} types, the [[Mii Swordfighter (SSBU)|Swordfighter]], and the [[Mii Gunner (SSBU)|Gunner]]. Mii Brawler is classified as [[Fighter number|Fighter #51]].
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
The '''Mii Brawler''' ({{ja|Mii格闘タイプ|Mii Kakutō Taipu}}, ''Mii Hand-to-Hand Fighting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as a playable character on June 12th, 2018 along with the other {{SSBU|Mii Fighter}} types, the [[Mii Swordfighter (SSBU)|Swordfighter]], and the [[Mii Gunner (SSBU)|Gunner]]. The Mii Brawler is classified as fighter #51.


As with the other Mii Fighter types, the Mii Brawler has 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.
As with the other Mii Fighter types, the Mii Brawler has 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.


The Mii Brawler is currently ranked 36th out of 82 on the ''Ultimate'' [[tier list]] in the B+ tier, making him the highest-ranking Mii Fighter in the game. This is a significant improvement from his ''[[Super Smash Bros. 4]]'' iteration, where he was ranked 55th out of 57 on that game's third tier list before ultimately going unranked on the fourth one. This also makes ''Ultimate''{{'}}s Mii Brawler the highest ranked Mii Fighter in the series. Mii Brawler possesses high mobility and fast frame data, allowing him to have a strong combo game that can lead into a KO, especially on stages with platforms or short ceilings. Additionally, Custom Moves allow for an extra degree of adaptability and are commonly allowed in tournament play, with some options having very effective strengths, such as [[Suplex]] (an extremely damaging [[command grab]]) and all three [[up special move]]s ([[Soaring Axe Kick]] is a surprisingly disjointed and effective [[out of shield]] option with a powerful [[meteor smash]], [[Helicopter Kick]] has potent combo and KO potential at the sides of a stage, and [[Thrust Uppercut]] can net early KOs through platform combos). Overall, this gives the Brawler an effective rushdown combo playstyle.
==Attributes==
 
Being the "up close and personal" Mii Fighter, the Brawler now possesses a good walking/dashing speed and the ability to wall jump in exchange for now being a fairly fragile fighter (sharing the same weight as [[Inkling_(SSBU)|Inkling]], [[Ness_(SSBU)|Ness]], and [[Lucas_(SSBU)|Lucas]]) with a fast falling speed and subpar air acceleration. As a Mii Fighter, their specials are determinant on the player's choice. Like the other two Mii Fighters, they have access to 12 different specials: [[Shot Put]], [[Flashing Mach Punch]], and [[Exploding Side Kick]] (Neutral Special), [[Onslaught]], [[Burning Dropkick]], and [[Suplex]] (Side Special), [[Soaring Axe Kick]], [[Helicopter Kick]], and [[Thrust Uppercut]] (Up Special), and [[Head-On Assault]], [[Feint Jump]], and [[Counter Throw]] (Down Special).
 
As with other Mii Fighters, one of the strengths of the Mii Brawler is its' diverse set of special moves. Many of their specials help rack up damage, improve their recovery, or possess fantastic KO power. Shot Put is a fantastic tool for edgeguarding due to its' arc and strong knockback. Moves such as Burning Dropkick and Feint Jump both aid the Brawler's recovery, providing decent horizontal distance. Suplex serves as a potent mindgame special, as well as an excellent way of racking up damage, dealing about 20% for each successful Suplex landed, even when stale.


However, not all of his weaknesses can be mitigated by specials. Mii Brawler has exceptionally poor range, even compared to other close-range fighters like {{SSBU|Mario}} or {{SSBU|Wolf}}, and his combo ability starts falling off at higher percents, making it difficult to close off stocks due to his lack of reliable high-percent KO confirms. His fast fallspeed limits his edgeguarding and leaves him prone to long combos like {{SSBU|Fox}}, and his weight is the lightest out of the Mii Fighters, giving the Brawler the lowest survivability. Finally, his [[recovery]], while customizable and varied, can be rather lacking, as most of his recovery moves grant average distance apart from a few options, such as [[Feint Jump]], and his aforementioned fast falling speed further compounds this issue.
Accompanying their varying specials, the Mii Brawler is a fairly nimble fighter with decent combo potential. Their walking and dashing speed is above average and many of their normals have relatively low start-up and ending lag. All of their tilts and aerials (with the exception of down aerial) come out fairly quickly with potential follow-ups. Up tilt can chain into itself at low percentages while down tilt can combo into forward aerial at low percentages and other aerials/special moves at higher percentages. Neutral aerial is an excellent sex kick that boasts a wide range of utility due to its' speed and extremely low landing lag, making it a very useful tool for edgeguarding, initiating and breaking combos, and approaching. Forward tilt serves as a decent spacing tool due to it no longer having a sour spot and its' ability to be angled and their down throw is a very good combo initiator, capable of comboing into a variety of moves. Additionally, the Mii Brawler has a plethora of moves that have high KO potential. Forward smash deals extremely high knockback and can kill at low-mid percentages. The initial hit of up smash is a potent finisher that has very low start-up lag. Many of their specials can secure early KOs as well, Exploding Side Kick has the same KO potential of Falcon Punch and is safe on shield, Head-On Assault and Soaring Axe Kick can perform suicidal KOs at extremely low percentages (the former which is also a potent shield breaker), and Counter Throw is one of strongest counters in the game tied with {{SSBU|King K. Rool}}'s [[Gut Check]], but weaker than {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]].


Overall, Mii Brawler is widely considered a well-rounded, close-range fighter with tools to deal with any situation. Most Mii Brawler usage have been as a secondary from players such as {{Sm|Rizeasu}}, however Mii Brawler has seen success as a solo-main, especially from {{Sm|KID}}.
Interestingly, Mii Brawler has excellent defensive tools. Neutral aerial serves as a quick OOS option with its 6-frame start-up, factoring in the initial jump squat frames. USmash has Mii Brawler's legs intangible for the first half of its active frames making it a great anti-air option. Finally, 2 of Mii Brawler's Up Specials, Soaring Axe Kick and Thrust Uppercut, also serve as great OOS options with the former having excellent range to punish laggy disjointed attacks and the latter being Mii Brawler's fastest OOS option at frame 3.


==Attributes==
However, the Mii Brawler comes with numerous flaws. In exchange for their decent mobility and speed, they are now able to be KO'd quite easily. This is further exacerbated by its' status as a fast-faller, now being a very susceptible target to combos. Furthermore, the Mii Brawler lacks the tools to force approaches and has to make hard commitments when approaching due to the lack of safe options.  
Being the "up close and personal" Mii Fighter, the Brawler now possesses a good walking/dashing speed (tied with Toon Link and Mewtwo for walk speed and the 25th fastest dash speed) and the ability to wall jump in exchange for now being a middleweight fighter (sharing the same weight as {{SSBU|Inkling}}, {{SSBU|Ness}}, and {{SSBU|Lucas}}) with a fast falling speed, an above-average air speed, and an average air acceleration. As a Mii Fighter, his specials are determinant on the player's choice. Like the other two Mii Fighters, he has access to 12 different specials: [[Shot Put]], [[Flashing Mach Punch]], and [[Exploding Side Kick]] (Neutral Special), [[Onslaught]], [[Burning Dropkick]], and [[Suplex]] (Side Special), [[Soaring Axe Kick]], [[Helicopter Kick]], and [[Thrust Uppercut]] (Up Special), and [[Head-On Assault]], [[Feint Jump]], and [[Counter Throw]] (Down Special).


As with other Mii Fighters, one of the strengths of the Mii Brawler is his diverse set of special moves. Many of his specials help rack up damage, improve his recovery, or possess fantastic KO power. Shot Put is a fantastic tool for edgeguarding due to its arc and strong knockback. Moves such as Burning Dropkick and Feint Jump both aid the Brawler's recovery, providing decent horizontal distance. Suplex serves as a potent mindgame special, as well as an excellent way of racking up damage, dealing about 20% for each successful Suplex landed, even when stale.
Another issue with the Mii Brawler is the lack of reliable KOs confirms at medium to high percents. At those percentages, most of Mii Brawler's combo setups stopped confirming into their kill moves due to the former dealing too much knockback. Their KO options are pretty flawed with some of them having either too much lag (Such as Forward Smash and Onslaught) or poor range (Down Smash and Up Smash). Because of this, they've resorted to relying on back aerial, Up Smash OOS, hard reads and tech-chasing to secure stocks.  


Accompanying his varying specials, the Mii Brawler is a fairly nimble fighter with great combo potential. His walking and dashing speed is above average and many of his normals have relatively low start-up and ending lag. All of his tilts and aerials (with the exception of down aerial) come out fairly quickly and are safe on shield when properly spaced or timed. Up tilt can lead to airdodge chases at very low percentages and chain into itself at low-mid percentages while down tilt can combo into forward aerial and neutral aerial at low percentages and other aerials/special moves at higher percentages. Neutral aerial is an excellent sex kick that boasts a wide range of utility due to its speed and extremely low landing lag, making it a very useful tool for edgeguarding, initiating, continuing, and breaking combos, and approaching. Forward tilt serves as a decent spacing tool due to it no longer having a sour spot and its ability to be angled while his down throw is a very good combo initiator, capable of comboing into a variety of moves. Dash attack comes out very quick and stays active for a long time while covering a large distance, making it extremely effective for whiff punishing or catching landing opponents. Additionally, Mii Brawler has a plethora of moves that have high KO potential. Forward smash deals extremely high knockback and can kill at low-mid percentages, and additionally be confirmed out of a landing neutral air at mid percentages. The initial hit of up smash is a potent finisher that has very low start-up. Many of his specials can secure early KOs as well, especially Thrust Uppercut and Helicopter Kick. Exploding Side Kick is as strong as Falcon Punch and is safe on shield, Head-On Assault, Suplex and Soaring Axe Kick can perform sacrificial KOs at low percentages (the first of which also breaking shields), and Counter Throw is among the strongest counters in the game.
The Mii Brawler's grab game is also slightly worsened. While superior to that of the other Mii Fighters, many of the Mii Brawler's grabs offer very little utility. Down throw is no longer as good of a combo initiator as it was in ''[[SSB4]]'', up throw provides no true follow-ups due to its' high ending lag, and their KO throw, forward throw, only KOs at the edge at very high percentages.


In addition to his normals, All of Mii Brawler's throws except for back throw serve a purpose past positioning. Down throw is Brawler's strongest throw in most situations, as it confirms into almost any aerial until high percentages, at which point it can be used to confirm into Helicopter Kick or Thrust Uppercut. At extremely high percents (190%+) It will begin to KO opponents off the top of stages with lower ceiling blastzones. Forward throw also serves as a kill throw, capable of killing opponents at high yet reasonable percents near ledge, where they may be expecting another kill move like back aerial or up smash, adding to Mii Brawler's corner pressure. Lastly, while up throw does not kill or combo, it does the most damage of any of Mii Brawler's throws at 11% (13.8% in 1v1s), making it a useful tool for simultaneously dealing a large amount of damage and setting the opponent up for juggling.
In terms of recovery, Mii Brawler has some good options. Both Soaring Axe Kick and Thrust Uppercut have great vertical distance. However, the former is more reliable for recovery due to having better ledge snapping but the latter travels a short horizontal distance and has the ability to hit opponents near the ledge. Horizontal-wise, Mii Brawler has Burning Dropkick, Helicopter Kick and Feint Jump. Feint Jump is usually prefered since it's not as linear as the other two options, offers a small amount of invincibility at the start and has the optional kick attack. Burning Dropkick can be used multiple times and its decent travel distance can be further improved by [[B-reversing]] it in the air. Helicopter Kick is also fairly decent as a horizontal recovery move but it does come with a huge penalty in vertical recovery so Mii Brawler can't stay go offstage for long without risking an [[SD]].  


Additionally, Mii Brawler has a plethora of excellent defensive tools. Neutral aerial serves as a quick out of shield option with its 6-frame start-up, factoring in the initial jump squat frames. Up Smash hits on frame 8 and has Mii Brawler's legs intangible for the first half of its active frames making it a great anti-air option. Finally, All of Mii Brawler's Up Specials also serve as great out of shield options with Soaring Axe Kick having excellent range to punish disjointed attacks and retreating aerials, Helicopter Kick coming out as fast as Up Smash while being reversable, and Thrust Uppercut being Mii Brawler's fastest OOS option at frame 3, allowing it act both as a punish to some of the game's safest moves and a pre-emptive anti-air against landing aerials and jumping opponents.
Overall, the Mii Brawler is a character with good frame data, above-average mobility, a decent grab game and a variety of powerful moves that can deal quick damage and pressure opponents in close-ranged combat with the potential to take stocks early. However, they are severely held back by their poor range, lack of reliable KOs confirms at high percents and limited off-stage presence due to their fast fall speed. Their weaknesses substantially overshadow their strengths, and many players have considered the Mii Brawler to be generally inferior to characters who have a similar fighting archetype such as [[Mario_(SSBU)|Mario]] and [[Squirtle_(SSBU)|Squirtle]]. As a result, they have a large range of poor matchups, particularly versus characters with projectiles or disjoints.


In terms of recovery, Mii Brawler has some good options. Soaring Axe Kick has great height but suffers horizontally. Burning Dropkick, Helicopter Kick and Feint Jump provide better horizontal recovery. Feint Jump, much like {{SSBU|Zero Suit Samus}}' Flip Jump, is a good tool that can both mix up and extend Mii Brawler's otherwise lackluster recovery as well as aid in escaping juggles thanks to its frame 2 invincibility, a frame faster than his airdodge. It can also be used to cancel one's momentum in order to survive at slightly higher percents. However, if Mii Brawler is hit out of Feint Jump, he will be unable to use it again until he grabs a ledge or lands on stage. Burning Dropkick can be used multiple times and its decent travel distance can be further improved by [[B-reversing]] it in the air. Helicopter Kick travels at a low angle, giving it excellent horizontal recovery potential but weak height. Thrust Uppercut is a fast recovery option but is perhaps the most restrictive up special Mii Brawler has for recovery.
==Changes from ''[[Super Smash Bros. 4]]''==
The Mii Brawler has received a large mix of buffs and nerfs in the transition to ''Ultimate'', and it is ambiguous to whether they have been overall buffed or nerfed. The Mii Brawler has been the most extensively modified of the Mii Fighters, especially in terms of custom moves. With height and weight now being fixed, the Mii Brawler now has set attributes, now being a [[weight|light-middleweight]] fast faller with high mobility and effective close combat abilities, making their playstyle along the lines of other combo-oriented "footsies" fighters like {{SSBU|Little Mac}} or {{SSBU|Squirtle}}.


However, Mii Brawler does not come without his own flaws. In exchange for his decent mobility and speed, his middleweight status doesn't grant him high survivability. This is further exacerbated by his fast falling speed and susceptibility to combos. Furthermore, the Mii Brawler lacks tools to force approaches and has to make hard commitments with moves such as neutral air or dash attack when approaching due to a lack of safe options.
In terms of move changes, aside from some animation changes that set their moves apart from other characters, the Brawler's standard moveset has been overall buffed. Their moves' functionality has not been altered significantly, with quality-of-life changes like forward tilt losing its sourspot, forward aerial being faster and connecting better, and moves such as their smash attacks and back aerial getting moderate to high increases in knockback. Similarly to the other Mii Fighters, the Brawler's default special moves have been buffed exponentially, with them being the largest recipient of the Brawler's buffs: [[Shot Put]] has less endlag and sends at a lower angle that makes it more useful, Onslaught has increased KO potential overall, Soaring Axe Kick covers slightly more distance and the descending part now has to be manually inputted, and Head-On Assault can now KO and deals increased shield damage. These changes give them a larger abundance of powerful moveset choices, fixing one of the Brawler's former weaknesses and allowing the Brawler to function just as effectively without altered customs.


Another issue with the Mii Brawler is a lack of reliable KO confirms at high percents. At those percentages, many of Mii Brawler's combo setups stop confirming. Many of his KO options are flawed, being extremely laggy (Such as Forward Smash and Onslaught) or having poor range (Down Smash and Up Smash). What few confirming moves Mii Brawler does have at these percents in landing up aerial or neutral aerial can cause Mii Brawler to become predictable. Because of this, he must rely on back aerial, out-of-shield options, hard reads and tech-chasing to secure stocks without assistance from confirms.
The Brawler is the Mii Fighter to have the biggest access to entirely new special moves: each directional input (neutral, side, up, down) has a new special move that replaces another: [[Ultimate Uppercut]] was replaced by [[Flashing Mach Punch]], a powerful multi-hit move; [[Headache Maker]] was replaced by [[Suplex]], a damaging [[grab|command grab]]; [[Piston Punch]] was replaced by [[Thrust Uppercut]], a variant with more recovery potential and combo ability but less KO power; and [[Foot Flurry]] was replaced by [[Counter Throw]], a unique [[counterattack]] with low cooldown, short counter frames, and a retaliating hit in the form of a [[grab]]. Each of these moves now give the Brawler a new option to handle several different situations.


Overall, the Mii Brawler is a jack-of-all-trades amalgamation of all hand-to-hand based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles and gameplans for the same basic fighter, making Mii Brawler among the most unpredictable to fight against. Depending on circumstances, The moveset of Mii Brawler can be updated to better combat an opponent, such as using Helicopter Kick for heavier opponents or Soaring Axe Kick versus characters with disjoints. However, all of the customizable special moves have a flaw to prevent them from being overpowered and/or are an inferior version of a similar move other fighters possess, such as Feint Jump to [[Flip Jump]] or Head-On Assault to [[Bowser Bomb]] . The character's very good frame data, above-average mobility, and a variety of moves that can combo, juggle, and secure KOs are held back by his poor range and limited off-stage presence due to his fast fall speed. While his strengths do overshadow his weaknesses, many players have considered the Mii Brawler to be generally inferior to characters who have a similar fighting archetype such as {{SSBU|Mario}} and {{SSBU|Squirtle}}.
However, the Mii Brawler has also received notworthy nerfs, which arguably counterbalance their buffs. The Brawler's set attributes are a double-edged sword, as their lower weight, slower air speed, and higher falling speed and gravity, makes them easier to both combo and KO and removes their neutral and forward aerial's ability to autocancel from a short hop. Additionally, some of the Brawler's best moves have been nerfed: down throw's higher knockback scaling limits followups after mid percents, vastly reducing the KO power of their combo strings and preventing the Brawler from KOing as early as 85% through throw combos. The Brawler's best followup options from down throw also have weaker KO potential, since [[Helicopter Kick]] has lowered knockback and Thrust Uppercut's knockback is lower compared to Piston Punch. As a result, the Brawler's KO setups have actually been reduced, since they now only serve to rack up damage instead of KOing.


==Changes from ''[[Super Smash Bros. 4]]''==
Despite Soaring Axe Kick's vastly improved utility and distance, some of the Brawler's other recovery choices have been nerfed in distance, making the Brawler's recovery less reliable than before: Onslaught travels a reduced distance if performed in the air, [[Burning Dropkick]] now has a fixed distance and cannot be charged (which also reduces its utility) and [[Feint Jump]] travels at a more downward angle, which when combined with the Brawler's increased fall speed and gravity gives the move less distance. The Brawler's [[approach]] options have also been reduced due to the removal of [[Ultimate Uppercut]] and [[Foot Flurry]], the former removing a [[super armor]] option in exchange for invincibility when [[Flashing Mach Punch]] connects, and the latter removing one of their only approaching attacks in exchange for a counterattack in [[Counter Throw]]. Lastly, the Brawler also retains some of their former weaknesses from ''Smash 4'', such as a below-average [[neutral game]] due to their poor range, unreliable aerials for approaching and only passable projectile, an inconsistent combo game, slightly below-average frame data for a fighter of their playstyle, trouble at landing their powerful KO options, and a predicable recovery.
The Mii Brawler has been the most extensively modified of the Mii Fighters. With his height and weight now being fixed, the Mii Brawler now has set attributes, now being a [[weight|middleweight]] fast faller with high mobility and effective close combat abilities, making his playstyle along the lines of other combo-oriented "footsies" fighters like {{SSBU|Little Mac}} or {{SSBU|Squirtle}}. The Brawler is also the Mii whose custom moves have been the most extensively modified. As a result of his moveset overhaul, the Mii Brawler has received a large mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''; while he was initially believed to have not been buffed enough to raise his standing on release, game updates would provide substantial buffs for the Brawler, and the changes to game mechanics have been mostly positive for him. Overall, the Mii Brawler was noticeably buffed in the transition to ''Ultimate''.
 
Overall, the changes to the Mii Brawler's moveset allow more of their special moves to shine while granting them better utility, though at the cost of their strongest tools being streamlined, and the extreme changes their special moves have gained means the Brawler has to take advantage of their buffed special moves to counteract the nerfs to their potent down throw combos. Due to these factors, the Brawler is arguably the weakest of the three Mii Fighters, although they have received consistent and notable buffs throughout patches, unlike the other Mii Fighters. Overall, their viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined due to their low representation and amount of results.


In terms of move changes, aside from some animation changes that set his moves apart from other characters, the Brawler's standard moveset has been noticeably improved. His moves' functionality has not been altered significantly, with quality-of-life changes like forward tilt losing its sourspot, forward aerial being faster, and moves such as his smash attacks and back aerial getting moderate to high increases in knockback. Similarly to the other Mii Fighters, the Brawler's default special moves have been buffed significantly: [[Shot Put]] has less endlag and sends at a lower angle that makes it more useful, [[Onslaught]] has increased KO potential overall, [[Soaring Axe Kick]] covers slightly more distance and the descending part now has to be manually inputted, and [[Head-On Assault]] can now KO and deals increased shield damage. These changes give him a larger abundance of powerful moveset choices, fixing one of the Brawler's former weaknesses and allowing the Brawler to function just as effectively without altered custom moves.
The viewpoint on the Mii Brawler has been lackluster ever since release. Many players have easily considered them to be the weakest of the three Mii Fighters due to their laggy and/or short-ranged smash attacks, poor approach, status as an easily combo'd and KO'd character, severe nerf to their throws (most significantly down throw), and ironic lack of reliable KO's. While they have received a numerous amount of buffs to their moveset, it has not been enough to change the viewpoint on them as their glaring weaknesses have not been sufficiently addressed, leaving players to view them as a low-mid tier character.


In addition, the Brawler is the Mii Fighter to have the biggest access to entirely new special moves, as each directional input (neutral, side, up, down) has a new special move that replaces another: [[Ultimate Uppercut]] was replaced by [[Flashing Mach Punch]], a powerful multi-hit move that renders the Brawler invincible should the move connect; [[Headache Maker]] was replaced by [[Suplex]], a damaging [[command grab]]; [[Piston Punch]] was replaced by [[Thrust Uppercut]], a variant with more recovery potential and combo ability but less KO power; and [[Foot Flurry]] was replaced by [[Counter Throw]], a unique [[counterattack]] with short counter frames, but low cooldown and a retaliating hit in the form of a command grab. Each of these moves now give the Brawler a new option to handle several different situations.
===Aesthetics===
*{{change|Players can customize the Mii Brawler's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Mii Brawlers have had their body proportions adjusted: they are now much more realistic, compared to the more cartoony proportions they had in ''Smash 4''.}}
*{{change|While still based off the "Guest C" Mii, the default Mii Brawler has an altered appearance. His hair is longer, and he now sports a stern expression instead of a neutral one as he did in ''Smash 4''.}}
*{{change|The default outfit for the Mii Brawler has significantly more detail, featuring a stylized shirt with extra rubber padding on their forearms and shins.}}


The Brawler also benefits significantly from some of the universal changes to the gameplay mechanics. The universally increased mobility has notably improved the Brawler's grounded mobility as it grants him a more respectable initial dash, as well as his ground-to-air and air-to-ground mobility due to his faster falling speed and gravity. The ability to [[Dash-canceling|perform any grounded attack out of a run]] and the universally lower [[landing lag]] also alleviate his notoriously poor grounded [[approach]]. These three changes have collectively improved the Brawler's [[neutral game]], which was a major weakness he had in ''SSB4''. The changes to [[air dodge]]s also allow the Brawler to catch opponents with more ease and potentially juggle them for a longer time, which is further compounded by the Brawler's improved mobility.
===Attributes===
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{change|As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:}}
**{{buff|Mii Brawler [[walk]]s much faster (1.15 → 1.26).}}
**{{buff|Mii Brawler [[dash]]es much faster (1.72 → 1.92).}}
***{{buff|Mii Brawler's initial dash speed is faster (1.6 → 1.97).}}
**{{buff|Mii Brawler's traction is significantly higher (0.045 → 0.12).}}
**{{nerf|Mii Brawler has a slower [[air speed]] (1.2 → 1.15).}}
**{{change|Mii Brawler [[falling speed|falls]] much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.}}
**{{change|The Mii Brawler's [[gravity]] is much higher (0.1 → 0.192). This lets the Brawler reach their maximum falling speed faster, improving their mobility, but reduces their jump height and makes them much more susceptible to combos and meteor smashes.}}
**{{nerf|The Mii Brawler now has a set weight of 94, down from 100 in ''Smash 4''. This makes their weight on par with {{SSBU|Ness}}, {{SSBU|Lucas}} and {{SSBU|Inkling}}, and makes them the lightest Mii Fighter. The Mii Brawler is now lighter than the lightest possible Mii in ''Smash 4'', which makes their survivability worse, while not improving their ability to escape combos due to their faster falling speed and gravity.}}
*{{change|Due to their higher falling speed and gravity, the Mii Brawler's short hop and full jump last for a shorter time (short hop: 36 frames → 28, full jump: 55 frames → 41).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has more startup with reduced intangibility (frames 4-16 → 5-16) and increased ending lag (FAF 30 → 35).}}
*{{buff|[[Spotdodge]] has less ending lag (FAF 27 → 26).}}
*{{nerf|Spotdodge has more startup with reduced intangibility (frames 2-17 → 3-17).}}
*{{buff|[[Air dodge]] has increased intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 45).}}


However, the Mii Brawler has also received some noteworthy nerfs. The Brawler's set attributes are a double-edged sword, as his lower weight, slower air speed, and higher falling speed and gravity makes him easier to combo and KO and renders his aerial mobility more polarized, while also removing his neutral and forward aerial's ability to autocancel from a short hop. Additionally, some of the Brawler's best moves have been nerfed: down throw's higher knockback scaling limits followups after mid percents despite the Brawler's streamlined jumpsquat, vastly reducing the KO power of his combo strings, save for Thrust Uppercut. The Brawler's best followup options from down throw also have weaker KO potential, since [[Helicopter Kick]] has lowered knockback and Thrust Uppercut's knockback is lower compared to Piston Punch. As a result, the Brawler must now use his tilts and aerial attacks in order to combo.
===Ground attacks===
*[[Neutral attack]]:
**{{nerf|Apart from the final hit, all of neutral attack's hits deal less damage (hit 1: 3% → 1.8%, hit 2: 2% → 1%, looping hits: 1% → 0.5%).}}
**{{nerf|The first hit has two additional hitboxes, but reduced hitbox sizes (2.8u/4.0u → 1.6/1.6/1.8/1.8). This reduces the attack's vertical range.}}
**{{change|The second hit has altered hitbox sizes (4.0u/2.8u/2.8u → 3.0/3.5/3.5).}}
**{{change|The first two hits have increased hitlag (1.0x → 1.8x hit 1/1.2x hit 2).}}
**{{buff|The infinite's hitbox is larger (3.5u → 4.0), increasing its vertical range. It also has reduced hitlag (1.0x → 0.6x) and a lower SDI multiplier (1.0x → 0.4x). These changes make it much harder to escape.}}
**{{change|The infinite has modified stretch positionings (Z-axis: 15.5 → 8.0, Z-stretch: 9.0 → 15.5). Overall, the infinite's horizontal range is unchanged.}}
**{{change|The finisher's hitbox is no longer an extended hitbox, but now has has three additional hitboxes. All of them have reduced sizes (4.5u → 3.5/3.5/3.5/3.5). This gives the move around the same range.}}
**{{buff|All hits except for the finisher send at lower angles (hit 1: 45˚/80˚ → 361˚/361˚/180˚/361˚, hit 2: 94˚/45˚/45˚ → 361˚/180˚/180˚, infinite: 75˚ → 361˚). This allows the attack to connect significantly better, and allows the two first hits to [[lock]].}}
**{{change|All hits except for the finisher no longer have set knockback (hit 1: 10/15 set/100 scaling → 25/25/20/20 base/25/25/15/15 scaling, hit 2: 25/15/15 set/100 scaling → 25 base/25/20/20 scaling, infinite: 10 set/100 scaling → 7 base/20 scaling).}}
*[[Forward tilt]]:
**{{buff|All angles no longer have a sourspot on the Mii Brawler's leg that deals less damage.}}
**{{change|All angles have altered knockback (12 base/100 scaling → 34/86). This makes the move safe on hit at low percentages, but slightly hinders its KO power at high ones.}}
*[[Dash attack]]:
**{{buff|Both the clean and late hits have a new hitbox on the Brawler's leg. This makes the attack more likely to connect.}}
**{{nerf|The late hit's farthest hitbox has slightly reduced size (3.5u → 3.2), reducing the attack's range.}}
*[[Forward smash]]:
**{{change|Forward smash has a slightly different animation: it now leaves an electrical trail on the Mii Brawler's fist (though it does not deal [[electric]] damage). The Mii Brawler also no longer flexes their fist during the ending animation; instead, the Brawler pumps their arms downwards.}}
**{{buff|The Mii Brawler now steps further forward when using their forward smash, giving it slightly more range.}}
**{{buff|The move lasts for one more frame (frame 17 → 17-18).}}
**{{buff|The move deals more knockback (30 base/100 scaling → 35/102), improving its already great KO power.}}
*[[Up smash]]:
**{{buff|The clean hit deals more knockback (32 base/93 scaling → 33/96).}}
*[[Down smash]]:
**{{buff|Both hits deal more knockback (front: 31 base/80 scaling → 41/85, back: 83 scaling → 88). This improves the move's KO power, especially the front hit.}}


Despite Soaring Axe Kick's vastly improved utility and distance, some of the Brawler's other recovery choices have been nerfed in distance, making the Brawler's recovery less reliable than before: Onslaught travels a reduced distance if performed in the air, [[Burning Dropkick]] now has a fixed distance and cannot be charged (which also reduces its utility) and [[Feint Jump]] travels at a more downward angle, which when combined with the Brawler's increased fall speed and gravity gives the move less distance. The changes to the Brawler's special moves have also removed two of the Brawler's approach options, as the loss of Ultimate Uppercut removes a [[super armor]] option in exchange for invincibility when Flashing Mach Punch connects, and the loss of [[Foot Flurry]] removes one of his only approaching attacks in exchange for a counterattack in Counter Throw (though due to the Brawler's improved mobility, the loss of these two moves is overall alleviated). Finally, some of the changes to gameplay mechanics adversely affect the Brawler as well. The removal of perfect pivoting removes a useful microspacing tactic, while the changes to air dodges, while improving the Brawler's juggling and edgeguarding ability, also makes him easier to edgeguard.
===Aerial attacks===
*{{buff|All aerials except down aerial have less [[landing lag]] (Neutral: 10 → 6, Forward/Back: 14 → 11, Up: 14 → 10).}}
*[[Neutral aerial]]:
**{{buff|The move has reduced ending lag (FAF: 56 → 46). It is no longer the [[sex kick]] with the most ending lag by a significant margin.}}
**{{nerf|Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range. Also, due to Mii Brawler's higher fast speed and gravity, it can no longer autocancel in a short hop.}}
*[[Forward aerial]]:
**{{change|Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.}}
**{{buff|Both hits deal more damage (hit 1: 4% → 5%, hit 2: 5% → 6%).}}
**{{buff|The second hit has faster startup (frame 18 → 15), allowing both hits to connect better while rising.}}
***{{nerf|However, this means the first hit is now more difficult to use the first hit to initiate combos by landing.}}
**{{nerf|The first hit no longer has set knockback (40/40 set/100 scaling → 39/47 base/10 scaling) or sends at the [[autolink]] angle (366˚ → 25˚), making it connect less reliably when falling or moving backwards.}}
**{{buff|One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).}}
***{{nerf|However, both hits' hitboxes have modified positionings (hit 1: 4.2/0.0 X-axis → 4.2/-1.0, hit 2: 4.2/0.0 X-axis → 4.2/-1.3). This decreases the second hit's range very slightly.}}
**{{buff|The move autocancels earlier (frame 43 → 30). However, the move is still unable to autocancel from a short hop due to the Brawler's faster falling speed and gravity.}}
*[[Back aerial]]:
**{{buff|The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.}}
**{{nerf|Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range.}}
*[[Up aerial]]:
**{{buff|The move deals more damage (8% → 9%). This makes it safer on hit, improving its combo ability.}}
*[[Down aerial]]:
**{{buff|The meteor hitbox has significantly more knockback scaling (80 → 95), although it is still weaker than the clean hit on grounded opponents.}}


In the end, the changes to the Mii Brawler's moveset have improved his moveset overall and allow more of his special moves to shine due to their new utility, allowing the Brawler to more reliably adapt to a combo-based hit-and-run playstyle, though at the cost of weaker down throw combos and his strongest special moves being put in-line with the rest. Of note is that the Brawler still retains some of his former weaknesses from ''SSB4'' despite them being toned down, such as a polarized neutral game due to his poor range and only passable projectile, trouble at landing his most powerful KO options, and a vulnerable recovery. Game updates, however, have provided the Brawler with some notable buffs, compensating for some of his initial nerfs and significantly improving his options in the neutral game. As a result, the Brawler has vastly improved from his appearance in ''SSB4'', and he is widely considered to be the most effective out of the three Miis.
===Throws/other attacks===
*{{change|[[Pummel]] deals less damage (3.25% → 1.3%) but is much faster.}}
*[[Forward throw]]
**{{buff|It launches at a lower angle (45˚ → 42˚), improving its ability to set up edgeguards and slightly improving its KO potential.}}
*[[Back throw]]
*{{buff|The first hit deals more damage (2% → 4%).}}
*{{change|The move has a more fluid animation.}}
*[[Up throw]]
**{{buff|It deals more damage (8% → 11%), although it is still incapable of KOing until [[Sudden Death]] percentages.}}
*[[Down throw]]
**{{nerf|The move has more knockback scaling (100 → 120), making followups more difficult at mid percents and completely removing them at high ones. The reduced knockback of [[Helicopter Kick]] and the removal of [[Piston Punch]] also remove the Brawler's infamous down throw KO setups, now making them damage racking combos instead.}}


{{SSB4 to SSBU changelist|char=Mii Brawler}}
===Special moves===
[[Neutral special]]s:
*[[Shot Put]]:
**{{buff|The move has less ending lag after throwing the ball (FAF: 80 → 68).}}
**{{buff|The iron ball's clean hit sends at a lower angle (67˚ → 47˚), improving its utility at keeping opponents away and its edgeguarding ability.}}
**{{buff|The iron ball deals slightly more damage as it bounces (first bounce: 11% → 11.25%, second bounce: 8% → 8.4%).}}
**{{change|The iron ball appears to be smaller. However, its hitbox remains the same.}}
*[[Exploding Side Kick]]:
**{{change|The move now causes [[Special Zoom]] when it lands.}}
**{{buff|A reversed Exploding Side Kick deals more damage (27%/25% → 28%/26%).}}
**{{change|The aerial Exploding Side Kick's sourspot deals very slightly less damage (19.55% → 19.549999%), though this is unnoticeable in gameplay.}}
**{{buff|An aerial reversed Exploding Side Kick deals more damage (22.95%/21.25% → 23.799999%/22.1%).}}
**{{buff|The move has increased knockback (grounded/aerial: 35 base/79 scaling → 40/80, reversed/aerial reversed: 35 base/79 scaling → 40/77). This makes the move safer on hit and slightly improves its KO power.}}
**{{buff|Both reversed versions have faster startup (frame 58 → 52).}}
**{{buff|Exploding Side Kick has significantly lower ending lag (grounded/aerial: FAF 90 → 80, reversed/aerial reversed: FAF 98 → 82), making it much safer on shield.}}
**{{buff|The move can be reversed much later (up until frame 48, just before the kick comes out). Coupled with the new dodge mechanics, this makes the move better for punishing a dodge.}}
[[Side special]]s:
*[[Onslaught]]:
**{{change|Onslaught has a different animation: the Mii Brawler now throws in a mixed barrage of punches and kicks, with the final hit being a backflip kick.}}
**{{buff|Onslaught has a new mechanic: Onslaught deals increased knockback as the Mii Brawler's damage accumulates, similarly to and separate from the effects of [[rage]], but this multiplier lowers to 1x when the move is successfully used. It takes time until Onslaught's knockback multiplier returns to its increased value; a purple sparkle briefly appears on the Mii Brawler's shoes this happens. Due to this, the move is now capable of KOing at around 100% if not fully stale, and much lower with rage due to both the move's multiplier and rage stacking together.}}
**{{buff|Grounded Onslaught's second to last hit is now a [[meteor smash]] that drags opponents to the ground (75˚ → 270˚) and has higher knockback, with the opponent not being able to tech the hit, even at low percentages. This allows the entire move to connect consistently at higher percents.}}
***{{change|However, the meteor smash will cause opponents to drop out of the move if they are near an edge, though this can be used to gimp opponents with weak vertical recoveries, and can set up for edgeguards.}}
**{{buff|Both versions now hit seven times instead of five. Each hit now deals more and consistent damage (grounded: 1.2% loop hits/1.2% hit 4/4% final hit/8.8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total, aerial: 1% loop hits/1% hit 4/4% final hit/8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total).}}
**{{nerf|Both versions' final hit deals reduced knockback (80 base/175 scaling → 58/170). This makes the normal (stale) version KO slightly later.}}
**{{nerf|Aerial Onslaught's final hit sends at a lower angle (80˚ → 70˚), making it prone to LSI and reducing its KO power at lower percents.}}
*[[Burning Dropkick]]:
**{{nerf|Burning Dropkick can no longer be charged. The Mii Brawler now leaps forward and launches a fixed distance diagonally downwards after a brief pause. It has vastly reduced distance and can now miss entirely if started right next to an opponent, significantly reducing its recovery range, reliability, and utility for mindgames.}}
**{{buff|Burning Dropkick deals more damage compared to the previous uncharged version (10% → 13%).}}
**{{buff|Burning Dropkick's landing lag can be reduced by using it at the peak of a full hop.}}
[[Up special]]s:
*[[Soaring Axe Kick]]:
**{{buff|Soaring Axe Kick's has faster startup (frame 16 → 10).}}
**{{buff|Soaring Axe Kick's first hit is now highlighted by a large blue trail that significantly increases its range.}}
**{{buff|Soaring Axe Kick's descending hit is much stronger , now being a capable KO option. It also has more base knockback, making [[sacrificial KO]]s more effective, though it still KOs the Brawler first at 0%.}}
**{{buff|Soaring Axe Kick gains slightly more height and can now sweetspot the ledge halfway through the ascending hit; previously it could only do so right before the Brawler descended. This significantly improves its safety, as it was notoriously easy to intercept in ''Smash 4''.}}
**{{buff|The descending part of the move now has to be initiated manually, similar to Cloud's [[Climhazzard]]. This eliminates the descending portion when recovering, which previously caused [[self destruct]]s.}}
*[[Helicopter Kick]]:
**{{change|The trajectory of Helicopter Kick's final hit can now be altered. Holding forward will make its knockback diagonal, while holding back will make its knockback more vertical.}}
**{{buff|Helicopter Kick travels significantly higher when used on the ground.}}
**{{nerf|Helicopter Kick has lower knockback, preventing it from KOing early. However, it can still KO at high percents.}}
[[Down special]]s:
*[[Head-On Assault]]:
**{{change|Head-On Assault has an altered startup animation, with the Brawler doing a half-backflip instead of a headbutt while rising. It also has a different ending animation; the Brawler simply stands back up again.}}
**{{change|The descending hit no longer [[bury|buries]] opponents. Instead, it deals diagonal knockback that can KO at 112%. This removes bury followups, but significantly improves its utility as an attack.}}
**{{change|Head-On Assault's headbutt is now a corkscrewing attack that deals multiple hits very quickly. Each hit deals 1%, and a ground-starting attack can hit at least 3 times.}}
**{{nerf|The descending hits deal less overall damage if started on the ground (8% → 4%).}}
**{{buff|Due to the multiple hits, Head-On Assault deals more damage if it lands on an aerial opponent, and it will always KO the opponent first if it the grounded version leads to a sacrificial KO. However, whoever is KO'd first is still inconsistent if the aerial version is used.}}
**{{buff|Head-On Assault deals significantly more shield damage, especialy the landing hit. This allows it to break full shields if all hits land.}}
*[[Feint Jump]]:
**{{change|Feint Jump's kick now surrounds itself in a blue aura instead of purple.}}
**{{change|The kick attack used during Feint Jump sends the Brawler flying at a more downward angle.}}
***{{nerf|Because of this, its recovery potential has been worsened.}}
***{{change|Mii Brawler can hit closer grounded opponents more easily but also can have a harder time hitting opponents from a far distance.}}
***{{nerf|Feint Jump’s momentum is stopped completely when landing with the kick, removing its notorious [[ledge-cancel]] and resulting in high landing lag.}}
**{{buff|The Kick can be initiated much earlier and later, now adding more mixups.}}
**{{buff|When landing on an opponent during the descent of the flip, the Brawler will now automatically perform a [[meteor smash]]ing kick that deals 7%.}}
*[[Final Smash]]:
**{{change|[[Omega Blitz]] now has the Brawler stay in one place while throwing a barrage of punches and kicks after dragging the opponent upward, the initial attack is now an upwards-arcing heel kick, and the Final Smash finishes with a downward punch rather than a chop.}}
**{{buff|Because of the change of the initial attack, the activation hitbox has extended range.}}
**{{buff|Omega Blitz deals more total damage (42% → 47%).}}
**{{nerf|The final hit deals considerably less knockback (85 base/162 → 63/132), making it noticeably weaker overall despite a marginally improved angle (272˚ → 270˚).}}


==Update history==
=====New special moves:=====
The Mii Brawler has been significantly buffed from game updates. Update 2.0.0 improved the Brawler's offense by improving his neutral infinite, increasing the damage of up aerial and some special moves, extending up smash's sweetspot duration, and granting neutral and back aerials less landing lag. The landing lag decreases now make back aerial safer on shield, while giving late neutral aerial more followups, some into KO moves. [[Flashing Mach Punch]]'s increased damage is more rewarding on hit, [[Exploding Side Kick]]'s reduced ending lag makes it harder to punish, Onslaught's increased speed makes it easier to connect, [[Soaring Axe Kick]] is safer, [[Feint Jump]]'s kick has more knockback, and [[Head-On Assault]] deals more shield damage, making it possible to break damaged shields with its landing hit and shockwave.
The Mii Brawler has received four new [[special move]]s, each replacing one former special move from each category.


Patch 3.1.0 gave a mixed bag of changes, with his neutral attack and Flashing Mach Punch connecting more consistently. The Brawler's notoriously high falling and fast falling speeds were also reverted back to his ''SSB4'' values, making him less susceptible to combos and juggles while also allowing forward aerial to autocancel out of a short hop. However, his [[airdodge]] and [[footstool]] animations were made laggier.
*[[Flashing Mach Punch]]:
**This neutral special move replaces [[Ultimate Uppercut]]. It is a multi-hitting series of five fast punches from a single hand, that extends to a total of 22 consecutive punches if any initial hits connect. The final hit deals good vertical knockback and can KO at around 115%.
***{{change|Compared to Ultimate Uppercut, Flashing Mach Punch deals consistent damage (8-22% → 17.9%).}}
***{{buff|Flashing Mach Punch does not leave the Mii Brawler [[helpless]], and the first midair use causes them to stall.}}
***{{buff|Flashing Mach Punch has KO potential anytime it lands and has the same power on the ground and in the air, whereas Ultimate Uppercut needs to be fully charged and grounded to have KO potential.}}
***{{buff|Flashing Mach Punch offers [[invincibility]] for the duration of the move if it connects with an opponent, making it harder to interrupt than Ultimate Uppercut.}}
***{{nerf|Unlike Ultimate Uppercut, Flashing Mach Punch does not offer [[armor]] for a few frames before an uncharged punch, or [[super armor]] during a fully-charged punch.}}
***{{nerf|Flashing Mach Punch has punishable ending lag. It also cannot start the looping portion if it hits a shield.}}
*[[Suplex]]:
**This side special [[grab|command grab]] replaces [[Headache Maker]]. The Mii Brawler will dash forward a short distance: if it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground.
***{{buff|Suplex goes through shields since it is a grab.}}
***{{buff|Suplex deals high damage for a command grab, and does more total damage than the strongest hit of Headache Maker (13% → 18%).}}
***{{buff|Suplex covers slightly more horizontal distance than Headache Maker, though it still travels less than Onslaught.}}
***{{nerf|Suplex has very low knockback scaling, making it ineffective for KOing.}}
***{{nerf|Suplex causes helplessness if used in the air, and causes the Brawler to be KO'ed first if used as a Sacrificial KO.}}
*[[Thrust Uppercut]]:
**This up special move replaces [[Piston Punch]]. Unlike the other new moves, it is similar in function to the attack it replaced. It consists of a multi-hitting uppercut, dealing five hits in total. The Mii Brawler switches their hands for the final hit.
***{{buff|Thrust Uppercut travels upward with a slight diagonal trajectory, making it better for recovering than Piston Punch. It can also be angled to travel further horizontally. Coupled with its fast startup, it can easily act as a combo finisher out of an aerial.}}
***{{buff|Thrust Uppercut deals more damage than Piston Punch (10% → 13%).}}
***{{nerf|Thrust Uppercut is much worse for KOing, only doing so at ground level after 180%.}}
*[[Counter Throw]]:
**This down special [[counterattack]] replaces [[Foot Flurry]]. After being hit, the Mii Brawler will grab the opponent before throwing the victim on the ground behind them.
***{{change|Counter Throw removes a niche approach and aerial stalling option, but grants the Brawler a counterattack.}}
***{{change|Unlike other counterattacks, Counter Throw has a very short duration, but very low ending lag, allowing it to be used more flexibly.}}
***{{buff|Counter Throw has the second highest damage multiplier of any counterattack by default (1.5×), tied with {{SSBU|King K. Rool}}'s [[Gut Check]] and surpassed by {{SSBU|Joker}}'s [[Rebel's Guard]].}}
***{{nerf|Counter Throw completely fails against [[projectile]]s and attacks that hit the Brawler's legs, while any sufficiently disjointed move will cause the retaliating grab to miss.}}


Patch 4.0.0 significantly improved the utility of what was commonly considered his two worst custom moves: Flashing Mach Punch was once again buffed by decreasing its startup and has more invulnerability if it connects, while also increasing the final hit's knockback, while [[Thrust Uppercut]]'s final hit has more knockback, allowing it to actually KO at reasonable percents. However, the Brawler's infamously fast falling speed from earlier iterations has returned, resulting in the Brawler once again being easier to combo, forward aerial losing its ability to auto-cancel in a short hop, and the Mii Brawler's recovery being worse, but making him harder to juggle in return, as well make his airdodge and footstool animations less laggy.
==Update history==
The Mii Brawler has been significantly buffed from game updates, and has been one of the characters that have received the most updates through patches so far. Update 2.0.0 improved the Brawler's offense by improving their neutral infinite, increasing the damage of up aerial and some special moves, extending up smash's sweetspot duration, and granting neutral and back aerials less landing lag. The landing lag decreases now make back aerial safer on shield, while giving late neutral aerial more followups, some into KO moves. [[Flashing Mach Punch]]'s increased damage is more rewarding on hit, [[Exploding Side Kick]]'s reduced ending lag makes it harder to punish, Onslaught's increased speed makes it easier to connect, [[Soaring Axe Kick]] is safer, [[Feint Jump]]'s kick has more knockback, and [[Head-On Assault]] can now break full shields if all hits connect.  


Patch 5.0.0 gave a nerf to Counter Throw, making the move no longer grab opponents who are invincible/intangible except for {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]], due to its peculiar properties against grabs, while patch 6.0.0 reduced the horizontal range of its counterattack grabbox.
Patch 3.1.0 gave a mixed bag of changes, with their neutral attack and Flashing Mach Punch connecting more consistently. The Brawler's notoriously high falling and fast falling speeds were also reverted back to their ''SSB4'' values, making them less susceptible to combos and juggles while also allowing forward aerial to autocancel out of a short hop. However, their [[airdodge]] and [[footstool]] animations were made laggier.


Patch 7.0.0 now increased [[Suplex]]'s grab range, make it easier to grab opponents.
Patch 4.0.0 significantly improved the utility of what was commonly considered their two worst custom moves: Flashing Mach Punch was once again buffed by decreasing its startup and has more invulnerability if it connects, while also increasing the final hit's knockback, while [[Thrust Uppercut]]'s final hit has more knockback, allowing it to actually KO at reasonable percents. However, the Brawler's infamously fast falling speed from earlier iterations has returned, resulting in the Brawler once again being easier to combo, forward aerial losing its ability to auto-cancel in a short hop, and the Mii Brawler's recovery being worse, but making them harder to juggle in return, as well make their airdodge and footstool animations less laggy.


Patch 12.0.0 provided Mii Brawler with some substantial buffs to a few special moves. Flashing Mach Punch now has more range in front, Onslaught deals 4.5% more damage overall, and Head-On Assault deals more shield damage and knockback, now being capable of instantly breaking full shields if all three hits connect.
Patch 5.0.0 gave a nerf to Counter Throw, making the move no longer grab opponents who are invincible/intangible except for {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]], due to its peculiar properties against grabs.


As a result, the Mii Brawler is significantly better than he was during ''Ultimate''{{'}}s release.
As a result, the Mii Brawler is significantly better than they were during ''Ultimate''{{'}}s release.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Mii Brawler}}
*{{buff|Neutral infinite has more range and is harder to [[SDI]].}}
*{{buff|Up smash's sweetspot has a longer duration, with its sourspot having a shorter duration.}}
*{{buff|Neutral aerial has less landing lag.}}
*{{buff|Back aerial has less landing lag.}}
*{{buff|Up aerial deals more damage (8% → 9%).}}
*{{buff|Flashing Mach Punch deals more damage (15.8% total → 17.9% total).}}
*{{buff|Exploding Side Kick has less ending lag.}}
*{{buff|Onslaught travels farther and faster.}}
*{{buff|Soaring Axe Kick can grab onto ledges more easily.}}
*{{buff|Head-On Assault deals far more shield damage, with it breaking full shields if all hits connect.}}
*{{buff|Feint Jump's kick deals more knockback.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Mii Brawler}}
*{{bugfix|The glitch involving {{SSBU|Lucina}} that allowed Suplex to lose 2 stocks during a Sacrificial KO in 1v1 matches has been fixed.}}
**{{bugfix|Additionally, it no longer causes {{SSBU|Bayonetta}} to become stuck after Sacrificial KO.}}
**{{bugfix|Shadow glitch from {{SSBU|Bowser Jr.}} was fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Mii Brawler}}
*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
*{{buff|Neutral infinite's finisher has a new hitbox, giving it more range.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{change|Falling speed and fast falling speed decreased back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))}}
**{{buff|Because of this, forward aerial can [[auto-cancel]] in a [[short hop]].}}
**{{buff|The Mii Brawler's recovery travels further as a result, and they are less vulnerable to meteor smashes and semi-spikes.}}
**{{change|Mii Brawler is now harder to combo, but at the cost of being easier to juggle.}}
**{{nerf|Mii Brawler acts later after being footstooled in the air (FAF 31 → 35)}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}
*{{bugfix|Counter Throw collision with [[Alolan Whip]] no longer causes an already grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Mii Brawler}}
*{{change|Mii Brawler's falling speed and fast falling speed have been reverted back to their pre-3.1.0 values. (1.7 → 1.92 (normal); 2.72 → 3.072 (fast fall))}}
**{{change|All of the resulting changes from 3.1.0 have been reversed as a result.}}
*{{buff|Flashing Mach Punch has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).}}
*{{buff|Flashing Mach Punch has more invulnerability if it connects (frames 15-37 & 60-73 → 10-69).}}
*{{buff|Flashing Mach Punch's final hit has more knockback scaling (103 → 109).}}
*{{buff|Thrust Uppercut's final hit has more knockback scaling (58 → 71).}}


'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
{{UpdateList (SSBU)/5.0.0|char=Mii Brawler}}
*{{nerf|Counter Throw can no longer grab opponents who are invincible/intangible (excluding Banjo & Kazooie's Wonderwing).}}


'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
{{UpdateList (SSBU)/6.0.0|char=Mii Brawler}}
*{{nerf|Counter Throw's grabbox is much less extended horizontally (Z offset: 9u-1u → 9u-7.5u), no longer grabbing opponents behind Mii Brawler.}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Mii Brawler}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Brawler}}
 
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Brawler}}


==Moveset==
==Moveset==
*Mii Brawler can [[wall jump]].
*The Mii Brawler can [[wall jump]].
''For a gallery of Mii Brawler's hitboxes, see [[Mii Brawler (SSBU)/Hitboxes|here]].''
''For a gallery of Mii Brawler's hitboxes, see [[Mii Brawler (SSBU)/Hitboxes|here]].''


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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Feint Hook ({{ja|牽制フック|Kensei Fukku}}) / Feint Combo ({{ja|牽制コンボ|Kensei Konbo}}) / Hundred Rending Punch ({{ja|百裂パンチ|Hyakuretsu Panchi}}) / Hundred Rending Finish ({{ja|百裂フィニッシュ|Hyakuretsu Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=1.8%
|neutral1dmg=1.8%
|neutral2dmg=1%
|neutral2dmg=1%
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutraldesc=Two quick punches, followed by a series of rapid punches, and ended with a side-kick. It is a useful close-range interceptor on the ground, but as it will only transition into the neutral infinite after the first two hits, it is punishable if shielded.
|neutraldesc=Two quick punches, followed by a series of rapid punches, ending with a side kick. It is a useful close-range interceptor on the ground, but as it will only transition into the neutral infinite after the first two hits, it is punishable if shielded since it gives the opponent time to react.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Side Kick ({{ja|側面キック|Sokumen Kikku}})
|ftiltname=&nbsp;
|ftiltupdmg=8.5%
|ftiltupdmg=8.5%
|ftiltsidedmg=8%
|ftiltsidedmg=8%
|ftiltdowndmg=8.3%
|ftiltdowndmg=8.3%
|ftiltdesc=A roundhouse kick. The attack can be angled, dealing more damage if done so, and is the Brawler's longest ranged tilt. Unlike the version in ''SSB4'', it no longer has a sourspot, making it useful for creating space.
|ftiltdesc=A roundhouse kick. Can be angled, which deals more damage when angled up or angled down, and is the Brawler's longest ranged tilt. Unlike the version in ''SSB4'', it no longer has a sourspot. As a result, it is useful for creating space.  
|utiltname=Jumping Uppercut ({{ja|跳躍アッパーカット|Chōyaku Appākatto}})
|utiltname=&nbsp;
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at medium percents. As a result, it can juggle into itself at low percentages, drag the opponent closer for a grounded followup like a tilt, grab or up special, and set up aerial combos at medium percents, including back aerial. The move's hitbox can reach through the lower platforms of [[Battlefield]] and can hit prone opponents, but cannot hit opponents behind the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.
|utiltdesc=Punches with an uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at mid percents. As a result, it can juggle into itself at low percentages, drag the opponent closer for a grounded followup like a tilt, grab or up special, and set up aerial combos at mid percents, including back aerial. The move's hitbox can reach through the lower platforms of [[Battlefield]] and can hit prone opponents, but it cannot hit opponents behind the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.
|dtiltname=Ground Kick ({{ja|地表キック|Chihyō Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=An inverted sweep kick along the ground. Knocks opponents upward, allowing it to combo into tilts, neutral aerial or forward aerial at low percents, and aerials or any up special move at medium percents.
|dtiltdesc=An inverted sweep kick along the ground. Knocks opponents upward, allowing it to combo into tilts or forward aerial at low percents, and aerials or any up special move at medium percents.
|dashname=Rush Kick ({{ja|駆け込みキック|Kakekomi Kikku}})
|dashname=&nbsp;
|dashdmg=11% (clean), 6% (late)
|dashdmg=11% (clean), 6% (late)
|dashdesc=A flying kick. A risky but useful approach option.
|dashdesc=A flying kick. A risky but useful approach option.
|fsmashname=Great Crushing Punch ({{ja|大撃破パン|Dai Gekiha Panchi}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdesc=A strong straight punch. The move moves the Brawler slightly forward. Although an electric trail appears at the Brawler's fist, it does not deal [[electric]] damage. It deals immense knockback and easily KOs from 75% at the center of [[Final Destination]]. However, it has high startup overall and incredibly high ending lag (hits on frame 17 and ends on frame 67), and its hitbox only lasts for two frames, so it is mainly used as a punish after a jab lock.
|fsmashdesc=A strong straight punch. The move moves the Brawler slightly forward. Although an electric trail appears at the Brawler's fist, it does not deal [[electric]] damage. It deals immense knockback and easily KOs from 75% at the center of [[Final Destination]]. However, it has high startup overall and incredibly high ending lag (hits on frame 17 and ends on frame 67), and its hitbox only lasts for two frames.
|usmashname=Cartwheel Kick ({{ja|大回転キック|Dai Kaiten Kikku}}, ''Great Spinning Kick'')
|usmashname=Cartwheel Kick
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdesc=A flip kick. Its high speed (frame 8) makes it a good anti-air and grounded combo finisher at low percents, while boasting enough knockback KO at around 120%. However, the late hit (after the Brawler completes 3/4 of the backflip) has significantly lower knockback growth and only KOs at around 170%. Like up tilt, its hitbox can reach through the lower platforms of Battlefield.
|usmashdesc=A flip kick. It has high speed (frame 8), which makes it a good anti-air and grounded combo finisher at low percents, and it can KO at around 120%. However, the late hit (after the Brawler completes 3/4 of the backflip) has significantly lower knockback growth and only KOs at around 170%. Like up tilt, its hitbox can reach through the lower platforms of Battlefield.
|dsmashname=Great Front and Back Smash ({{ja|大前後スマッシュ|Dai Zengo Sumasshu}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Punches forwards and kicks backward simultaneously. Like up smash, it boasts a quick startup (active on frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage, with the kick dealing more knockback, KOing 10% earlier. However, both hits have very poor range.
|dsmashdesc=Punches forwards and kicks backwards simultaneously. Very fast like up smash (frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage and knockback. However, both hits have very poor range.
|nairname=Flying Kick ({{ja|飛びキック|Tobi Kikku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A [[sex kick]], similar to {{SSBU|Mario}}'s [[neutral aerial]]. Its extremely high ending lag has been reduced from ''SSB4'', and the move can [[Autocancel|autocancel]] from a full hop. Due to its startup (frame 3) and low landing lag (frame 6), it is a useful combo breaker and starter, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, [[Thrust Uppercut]] and [[Head-On Assault]] at low percents, or a forward smash or [[Helicopter Kick]] at mid percents. The strong hit is able to combo into down tilt, up tilt, neutral attack, and Suplex until mid percents and effectively sets up a tech situation at mid percents.
|nairdesc=A [[sex kick]], similar to {{SSBU|Mario}}'s [[neutral aerial]]. Its extremely high ending lag has been reduced from ''SSB4''. Due to its startup (frame 3) and low landing lag (frame 8), it is a useful combo breaker, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, [[Thrust Uppercut]] and [[Head-On Assault]] at low percents, or down tilt or [[Helicopter Kick]] at mid percents. [[Autocancel]]s from a full hop.
|fairname=Flying Double Kick ({{ja|飛び二連キック|Tobi Niren Kikku}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|fairdesc=Two alternating inward kicks. The first kick has a few niche combos, but as the kicks transition much faster than in ''SSB4'', it is much more difficult to drag opponents to the ground with the first hit. Additionally, the move's hitboxes are on the Brawler's legs and the angle has been altered, which can cause it to whiff, and very often not connect from the first hit.
|fairdesc=Two alternating inward kicks. The first kick can be used to initiate combos on grounded opponents, but as the kicks transition much faster than in ''SSB4'', it is much more difficult to drag opponents to the ground with the first hit. Additionally, the move's hitboxes are on the Brawler's legs, which can cause it to whiff.
|bairname=Flying Back Kick ({{ja|飛び後ろキック|Tobi Ushiro Kikku}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdesc=A swinging back kick. Very fast (frame 7) and is the Brawler's most reliable KO option in midair. It has a small chance of tripping grounded opponents at low percents. However, its hitbox is very brief. Autocancels from a short hop, which allows it to wall out opponents.
|bairdesc=A swinging back kick. Very fast (frame 7) and is the Brawler's most reliable KO option in midair. Has a small chance of tripping grounded opponents at low percents. However, its hitbox is very brief. Autocancels from a short hop, which allows it to wall out opponents.
|uairname=Flying Up Kick ({{ja|飛び上キック|Tobi Jō Kikku}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc= A spinning crescent kick. Autocancels from a short hop delayed fastfall, has the second-lowest ending lag of all the Brawler's aerials (frame 10), and has a wide hitbox; the front hitbox is capable of hitting tall characters out of a short hop (such as {{SSBU|Marth}}). As a result, it is an excellent combo initiator or extender, as a falling up aerial can start grounded combos at low percents, or juggle into itself, [[Flashing Mach Punch]], or any up special move at mid to high percents.
|uairdesc=Swipes their foot above their head in an arc. Autocancels from a short hop, has the second lowest ending lag of all the Brawler's aerials (frame 10), and has a wide hitbox; the front hitbox is capable of hitting tall characters out of a short hop (such as {{SSBU|Marth}}). As a result, it is an excellent combo initiator or extender, as a falling up aerial can start grounded combos at low percents, or juggle into itself or any up special move at mid percents.
|dairname=Flying Hammer Knuckle ({{ja|飛びハンマーナックル|Tobi Hanmā Nakkuru}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=Swings both fists beneath himself in a double axe handle. The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards as a fairly strong kill move. However, it is the Brawler's slowest aerial in terms of startup lag, ending lag, and landing lag. Autocancels from a full hop and double jump fast fall.
|dairdesc=Swings both fists beneath themself in a double axe handle. The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards. However, it is the Brawler's slowest aerial in terms of startup lag, ending lag and landing lag. Autocancels from a full hop and double jump fast fall.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=The Brawler reaches in front of himself.
|grabdesc=The Brawler reaches in front of themself.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|pummeldesc=Headbutts the opponent.
|fthrowname=Backhand Throw ({{ja|裏拳投げ|Riken Nage}})
|fthrowname=&nbsp;
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Launches the opponent away with a backhand. It is the Brawler's KO throw, though it does so poorly, KOing at around 144% at the edge of Final Destination.
|fthrowdesc=Launches the opponent away with a backhand. It is the Brawler's KO throw, though it does so poorly as it KOs at around 144% at the edge of Final Destination.
|bthrowname=Kick Throw ({{ja|キック投げ|Kikku Nage}})
|bthrowname=&nbsp;
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdesc=Kicks the opponent behind himself.
|bthrowdesc=Kicks the opponent behind themself.
|uthrowname=Launching Palm Throw ({{ja|突き上げ掌底投げ|Tsukiage Tenohira Soko Nage}})
|uthrowname=&nbsp;
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Knocks the enemy up with a palm strike. It is the Brawler's most damaging throw and can initiate aerial juggles. However, it only has true followup potential at low percents into up-air or Thrust Uppercut due to its ending lag.
|uthrowdesc=Knocks the enemy up with a palm strike. It is the Brawler's most damaging throw and can initiate aerial juggles, though it has no true followup potential due to its ending lag.
|dthrowname=Karate Chop Throw ({{ja|空手チョップ投げ|Karate Choppu Nage}})
|dthrowname=&nbsp;
|dthrowdmg=2% (chop), 4% (throw)
|dthrowdmg=2% (chop), 4% (throw)
|dthrowdesc=Karate chops the opponent into the ground. This is the Brawler's combo throw, which can extend into aerials, up special moves, or multiple landing up aerials. Due to the changes to the Brawler's physics and the move's increased knockback growth, it has lost its infamous KO setups from ''Smash 4'' and quickly loses combo potential at high percents. Despite this, its combos into special moves are still formidable, as it is effective at the ledge: [[Helicopter Kick]] can still KO at around 60% if directed forward, [[Thrust Uppercut]] can kill at early percents on platforms from a down throw, and [[Soaring Axe Kick]] can act as a [[sacrificial KO]] so long as the Brawler has a stock lead. It can also be used as a last-resort KO option, as it does so starting at 200%.
|dthrowdesc=Karate chops the opponent into the ground. This is the Brawler's combo throw, though it has been significantly nerfed from ''SSB4'' due to it having higher knockback growth. As a result, it is still a reliable combo throw that can be extended into aerials, up special moves, or up aerial chains, though it has lost its potent KO setups at a wide percent range and quickly loses combo potential at high percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 173: Line 356:
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Same as front floor attack.
|floorbdesc=Same as their frontal floor attack.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
Line 182: Line 365:
|nsdefname=Shot Put
|nsdefname=Shot Put
|nsdefdmg=15% (no bounce), 11.25% (first bounce), 8.4% (second bounce)
|nsdefdmg=15% (no bounce), 11.25% (first bounce), 8.4% (second bounce)
|nsdefdesc=A shot is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, dealing less damage with each bounce; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool. The move also has a surprisingly generous [[B-reverse]] window, allowing it to be used as a landing mixup.
|nsdefdesc=A [[wikipedia:shot put|shot put]] is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, which deals lower damage; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool.
|nsc1name=[[Flashing Mach Punch]]
|nsc1name=[[Flashing Mach Punch]]
|nsc1dmg=0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect
|nsc1dmg=0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches before ending with an uppercut, with a maximum of 22 hits. The last hit deals good vertical knockback, KOing middleweights at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded or hit opponents under the effects of [[armor]], it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents. By inputting this move during Brawler's jumpsquat, it is possible to not stall during the first aerial usage, allowing Flashing Mach Punch to be used as an out of shield option and mix-up tool.
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches, the maximum total being 22. The last hit deals good vertical knockback, KOing at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded, or hit opponents under the effects of [[armor]], it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents.
|nsc2name=[[Exploding Side Kick]]
|nsc2name=[[Exploding Side Kick]]
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot)
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot)
|nsc2desc=Stands on one leg and charges his other leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind (9-30), allowing the Brawler to turn around right before the kick itself. The Brawler gains [[super armor]] just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
|nsc2desc=Stands on one leg and charges their leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind, allowing the Brawler to turn around right before the kick itself. The Brawler gains [[super armor]] just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
|ssdefname=Onslaught
|ssdefname=Onslaught
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8)
|ssdefdmg=2% (hit 1), 1.5% (hits 2-7), 5% (hit 8)
|ssdefdesc=Charges forward with his knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double axe handle) and conclude by a backflip kick. If whiffed, there is noticeable endlag, which also occurs if it is shielded or parried. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential (although the aerial variant is significantly worse at this), as it can KO grounded opponents as early as 95%. It deals weight-independent knockback, meaning KO potential is affected by fall speed rather than weight, notably shown by the fact that {{SSBU|Bowser}} dies earlier than {{SSBU|Fox}}, despite being much heavier. Onslaught's knockback also increases as the Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief purple flash on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
|ssdefdesc=Charges forward with their knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double-fisted axe handle swing) concluded by a backflip kick. If whiffed, there is noticeable endlag. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential, as it can KO grounded opponents as early as 110%. Onslaught deals increased knockback as the Mii Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. Onslaught will go back to full power after some time, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
|ssc1name=[[Burning Dropkick]]
|ssc1name=[[Burning Dropkick]]
|ssc1dmg=13%
|ssc1dmg=13%
|ssc1desc=Extends both legs in front of himself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargeable, dealing set damage and knockback. Furthermore, it now covers a set, albeit vastly reduced distance, and can now miss entirely if started right next to an opponent. As a result, it has lost a majority of its utility from ''SSB4'', though it is still an effective approach option due to its quick startup, and can KO at high percents. Additionally, it is still a significantly better recovery option than Onslaught and Suplex due to greater distance and not inducing [[helplessness]] after the animation is complete.
|ssc1desc=Extends both legs in front of themself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargeable, so it deals set damage. Furthermore, it now covers a set, albeit vastly reduced distance, and can now miss entirely if started right next to an opponent. As a result, it has lost majority of its utility from ''SSB4'', though it is still an effective approach move due to its quick startup, and can also KO at high percents.
|ssc2name=[[Suplex]]
|ssc2name=[[Suplex]]
|ssc2dmg=18%, 3% (collateral grab), 4.5% (collateral descent), 15% (collateral slam)
|ssc2dmg=18%, 3% (collateral grab), 4.5% (collateral descent), 15% (collateral slam)
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with his arms out in a grabbing motion. If it connects, the Brawler will jump into the air, lifting the opponent with him, and do a backward suplex, slamming the opponent headfirst into the ground. The Brawler gains 14% heavy armor when grabbing an opponent, and any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage and set up juggle situations. If used in midair, the move causes helplessness (although it has vastly reduced total frames); it can grab foes near an edge and drag them off as a [[sacrificial KO]], though it will always KO the Brawler first. In addition, Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught and halts the Brawler's momentum completely upon ending in midair.
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with their arms out in a grabbing motion. If it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground. The Brawler gains super armor while throwing an opponent. Any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage. If used in midair, the move causes helplessness; it can grab foes near an edge and drag them off as a [[sacrificial KO]], though it will always KO the Brawler first. Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught.
|usdefname=Soaring Axe Kick
|usdefname=Soaring Axe Kick
|usdefdmg=4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave)
|usdefdmg=4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave)
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick transition into an axe kick that meteor smashes aerial opponents. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it deals high, weight independent set knockback, allowing it to KO non-floaties before the Brawler (with the exception of [[Town and City]]). The move is also extremely disjointed, notably outranging Lucina's forward smash, making it an extremely useful out of shield option. It grants the most height out of all his up specials, making it the most effective recovery tool.
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick followed up by an axe kick that meteor smashes opponents in the air. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it can KO ledge hanging opponents at as low as 20%.
|usc1name=[[Helicopter Kick]]
|usc1name=[[Helicopter Kick]]
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal while holding back will make its knockback more vertical, allowing the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from ''Smash 4'', though it can still KO extremely early near the sides of the stage.
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal, while holding back will make its knockback more vertical. This allows the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from ''Smash 4'', making it unable to KO extremely early near the sides of the stage.
|usc2name=[[Thrust Uppercut]]
|usc2name=[[Thrust Uppercut]]
|usc2dmg=0.8% (hits 1-5), 9% (hit 6)
|usc2dmg=0.8% (hits 1-5), 9% (hit 6)
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. Similar to {{SSBU|Mario}}'s [[Super Jump Punch]]. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than its predecessor, ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. As of update 4.0.0, it boasts commendable kill power on platforms, often killing from a down throw below 50%.
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than the previous version ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. As a result, Thrust Uppercut's combos are more suited for damage racking, though it can KO near the top blast line at around 140%.
|dsdefname=Head-On Assault
|dsdefname=Head-On Assault
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing), 16% (aerial hit, grounded opponents only)
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing)
|dsdefdesc=Leaps up with a backflip kick with both of his legs, before plummeting downward with a corkscrewing headbutt. On the ground, the initial leap sends the opponent into the main headbutt, while the aerial version has the Brawler simply perform the headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit has moderate strength, being able to KO below 130% with bad or no DI, although proper DI makes the move unable to KO below 140%. It is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguarding tool (although only when facing the ledge). The move does a very high amount of [[shield damage]], being able to break full shields, although opponents can simply roll out of the rising hit before the falling hit hits their shield.
|dsdefdesc=The Brawler leaps up, performing a backflip kick with both of their legs, and plummets downward with a corkscrewing headbutt. If performed in the air, the Brawler will just perform the headbutt. On the ground, the initial leap sends the opponent into the main headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit is very powerful and can KO consistently at 120%, though it is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguard. The move does a high amount of [[shield damage]], being able to break full shields if both hits connect.
|dsc1name=[[Feint Jump]]
|dsc1name=[[Feint Jump]]
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a dive-kick while surrounded by a blue aura. The startup offers three frames of [[intangibility]], starting from frame 2. Similar to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent mid-air during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Also similarly to [[Flip Jump]], the Brawler will perform a wall jump when pressing up on the Control Stick or the Jump button while touching a wall, with the maximum number being 5 times.
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a divekick while surrounded by a blue aura. The startup offers brief [[intangibility]]. Similarly to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent midair during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup.
|dsc2name=[[Counter Throw]]
|dsc2name=[[Counter Throw]]
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2desc=The Brawler enters a defensive stance, bringing his arms close to his face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind himself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. It has a damage multiplier of 1.5×, tying it with [[Slip Counter]] and [[Gut Check]] for the second-highest damage multiplier out of any counterattack in Ultimate, surpassed only by [[Tetrakarn]]. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit his legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|dsc2desc=The Brawler enters a defensive stance, bringing their arms close to their face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind themself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit their legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|fsname=Omega Blitz
|fsname=Omega Blitz
|fsdmg=56.4%
|fsdmg=56.4%
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch. Testing with spirits suggests around 55% of the damage dealt is from punches, including the final hit, and 45% is from kicks. Oddly, the starter kick is classified as a punch and gets bonuses from spirits affecting punches rather than kicks.
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=94 | rweight=48-51
| dash=1.87 | rdash=52-57
| run=1.92 | rrun=26
| walk=1.26 | rwalk=18-20
| trac=0.12 | rtrac=19
| airfric=0.015 | rairfric=9-30
| air=1.15 | rair=27
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.058 | raddaccel=50
| gravity=0.169 | rgravity=3
| fall=1.92 | rfall=5
| ff=3.072 | rff=5
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35 | rjumpheight=22-24
| shorthop=17 | rshorthop=29-30
| djump=35.5 | rdjump=29-31
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mii Brawler English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Lands with an explosion, performs two fast alternating punches followed by a spin kick, and makes a pose similar to his side taunt.
Lands with an explosion, does a flip kick, and makes a pose similar to their side taunt.
<gallery>
BrawlerOnScreenAppearanceSSBU.gif|Mii Brawler's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Does a backflip, then performs a crane pose upon landing.
*'''Up taunt''': Does a backflip, then performs a crane pose upon landing.
*'''Side taunt''': Moves his fists in front of him in an "X" motion and assumes an altered crane pose, before punching downwards and swinging his open hand outward, performing a knife-hand block stance.
*'''Side taunt''': Moves their fists in front of them in an "X" motion and assumes an altered crane pose, before punching downwards and swinging an open hand outward, performing a knifehand block stance.
*'''Down taunt''': Forms a grounded stance, then punches twice towards the screen using alternating arms.
*'''Down taunt''': Punches twice toward the screen.
<gallery>
<gallery>
SSBUMiiBrawlerTaunt1.gif|Mii Brawler's up taunt.
SSBUMiiBrawlerTaunt1.gif|Mii Brawler's up taunt.
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</gallery>
</gallery>


===[[Idle pose]]s===
===[[Idle poses]]===
*Quickly performs four fighting stances.
*Quickly performs four fighting stances.
*Unclenches his fists and hops on the spot, as if poised for battle.<gallery>
*Unclenches their fists and hops on the spot, as if poised for battle.<gallery>
SSBUMiiBrawlerIdle1.gif|Mii Brawler's first idle pose.
SSBUMiiBrawlerIdle1.gif|Mii Brawler's first idle pose
SSBUMiiBrawlerIdle2.gif|Mii Brawler's second idle pose.
SSBUMiiBrawlerIdle2.gif|Mii Brawler's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Mii Cheer English SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSBU.ogg|center]]||[[File:Mii Cheer Italian SSBU.ogg|center]]||[[File:Mii Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Performs a straight punch, followed by a backhanded punch and a high kick combo, then poses with his leg outstretched.
*'''Left:''' Does a punch and kick combo, then poses.
*'''Up:''' Punches many times in quick succession toward the screen (similar to his neutral jab infinite), then poses with his arm outstretched.
*'''Up:''' Punches many times toward the screen, then poses.
*'''Right:''' Cartwheels into the foreground, does a roundhouse kick, and poses with the same leg outstretched.
*'''Right:''' Cartwheels into the foreground, does a roundhouse kick, and poses.
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
<gallery>
<gallery>
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
''See also: [[:Category:Mii Brawler players (SSBU)]]''
 
*{{Sm|Ghost|Australia}} - One of the best Mii Brawler players before dropping the character for {{SSBU|Steve}}. He has been ranked the best player in South Australia with the character and has won two regionals with {{Trn|Big Cheese 2}} and {{Trn|CouchWarriors Crossup 2}}, beating {{Sm|Jdizzle}} and {{Sm|Extra}} at the latter.
*{{Sm|KID|France}} - The best solo-Mii Brawler player in the world. His 5th place at {{Trn|King Con}}, where he defeated {{Sm|Marss}} and {{Sm|MKBigBoss}}, marks Mii Brawler's best performance at a major. He has also placed 5th at {{Trn|Sunrise 2023}} upsetting {{Sm|MkLeo}}.
*{{Sm|LeeT|USA}} - The best Mii Brawler player to solely use the character in the United States. He holds the highest supermajor placement of the character with 17th at {{Trn|Smash 'N' Splash 5}}. He has not regularly competed offline since early 2020.
*{{Sm|Rizeasu|Japan}} - Known for using a variety of characters including Mii Brawler, and is the best Mii Brawler player of all-time. His win at {{Trn|Maesuma TOP 4}} marks the only time a Mii Brawler has won a superregional, defeating {{Sm|Tea}} and {{Sm|Kuro}} in his bracket. He has also placed 5th at {{Trn|Maesuma TOP 2}} where he defeated {{Sm|Yoshidora}} and {{Sm|T}} and has performed well at other tournaments alongside a slew of different characters with 7th at {{Trn|Kagaribi 6}} as an example.
 
===Tier placement and history===
Early metagame opinions on Mii Brawler were lackluster: many players quickly noticed the severe nerfs to his strongest and infamous abilities from ''Smash 4'', most notably the heavy nerfs to down throw (which could KO opponents at extremely low percents through the use of [[Helicopter Kick]] and [[Piston Punch]]). In addition, he received nerfs to his core moves (the smaller hitboxes of neutral and back aerials, and the loss of the [[autolink angle]] for forward aerial), and suffered from laggy and/or short-ranged moves, a poor approach, an ironic lack of safe KO moves, and a high vulnerability to combos and gimping. Due to this, he was quickly considered to be the weakest of the three Mii Fighters, as he had the ability to rack up damage very quickly, yet were unable to safely secure stocks.


As time went on, Mii Brawler received several notable buffs to his movesets that gave him a better combo game and KO power. Most notable among this was the buffs to [[Thrust Uppercut]], which gained some notoriety for being able to confirm from some moves, most notably down throw, and KO at early percents on some stages. In addition, the character saw success as a secondary or pocket character, especially from {{Sm|Rizeasu}}, who has won or came close to winning several events with Mii Brawler, as well as other players who have picked up the character on occasion such as {{Sm|Bloom4Eva}}. Although Mii Brawler's solo-main results remained underwhelming for some time, it has still seen some success thanks to the efforts of players such as {{Sm|Ghost}} in the early metagame and {{Sm|KID}} in the post-online metagame. Due to all these factors, opinions on Mii Brawler, as well as his representation in the metagame, have risen, particularly in the post-online metagame, and as such he was ranked 37th on the first tier list as a high tier, then 36th on the second tier list in the B+ tier.
*{{Sm|HLB|USA}} - The best Brawler player in SoCal. Ranked 20th on the [[SoCal Power Rankings]], also having wins on {{Sm|Nicko}}, {{Sm|MastaMario}}, and {{Sm|Charliedaking}}.
*{{Sm|LeeT|USA}} - Considered the best Mii Brawler player in the world. Placed 17th at {{Trn|Smash 'N' Splash 5}}, {{Trn|Return to Subspace 2}}, and {{Trn|Overclocked Ultimate}} with a 33rd place finish at {{Trn|Suplex City Smash}}.
*{{Sm|Regerets|Philippines}} - Placed 3rd at {{Trn|Gamebookr's Mid-Year Smash Tournament}} and 7th at {{Trn|Uprising 2019}}.
*{{Sm|WDBTHtGP|USA}} - Placed 7th at {{Trn|Smash at The Paramount}} and 25th at {{Trn|Suplex City Smash}}.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-51MiiBrawler.jpg|thumb|Finding Mii Brawler in World of Light|left]]
[[File:WoL-51MiiBrawler.jpg|thumb|Finding Mii Brawler in World of Light|left]]
Although the Mii Brawler doesn't appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although the Mii Brawler has been absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


The default Mii Brawler was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the [[Sacred Land]] sub-area after completing an optional time puzzle on the Triforce of Wisdom, which is hinted by an Owl Statue located in the Triforce of Power's section left path, by setting the time to 4:40.
The default Mii Brawler was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. They can be found in the Sacred Land sub-area after completing an optional time puzzle on the Triforce of Wisdom, which is hinted by an Owl Statue located in the Triforce of Power's section left path, by setting the time to 4:40.


Defeating the Mii Brawler automatically adds the default Mii Brawler under the name "Mii" with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. This Mii cannot be restored if deleted.
Defeating the Mii Brawler automatically adds the default Mii Brawler under the name "Mii" with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. This Mii cannot be restored if deleted.
Line 344: Line 453:


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|51
| 51
|[[File:Mii Brawler SSBU.png|center|64x164px]]
| [[File:Mii Brawler SSBU.png|center|108x108px]]
|Mii Brawler
| {{SSBU|Mii Brawler}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|10,000
| 10,000
|{{SSBU|Final Destination}}
| [[Final Destination]]
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
| ''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
Mii Brawler's fighter spirit is available periodically for purchase in the shop for 300 Gold, but only if the player has a Mii Brawler. Unlocking Mii Brawler in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for Mii Brawler only uses the official artwork from ''Ultimate''.
The Mii Brawler's Fighter Spirit is available periodically for purchase in the shop for 500 Gold. Unlocking Mii Brawler in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for Mii Brawler only uses the official artwork from ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Mii Brawler.png|1,090. '''Mii Brawler'''
Mii Brawler SSBU.png|1,090. '''Mii Brawler'''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 392: Line 500:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|31
|31
|{{SpiritTableName|Toad|link=y|size=64}}
|[[File:Toad Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Toad}}[[Toad]]
|''Super Mario series''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Super Mushroom Hat, Toad Outfit, Blue Outfit Color, High Voice Type 8)
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Super Mushroom Hat, Toad Outfit, Blue Outfit Color, High Voice Type 8)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Princess Peach's Castle]]
|[[Princess Peach's Castle]]
Line 404: Line 512:
|•The enemy favors side specials
|•The enemy favors side specials
|{{SSBUMusicLink|Super Mario Bros.|Plucky Pass Beginnings}}
|{{SSBUMusicLink|Super Mario Bros.|Plucky Pass Beginnings}}
|
|-
|-
|43
|43
|{{SpiritTableName|Shy Guy|link=y|size=64}}
|[[File:Shyguy.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Shy Guy}}[[Shy Guy]]
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•Tail {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Hero's Spin|3]][[Reversal Slash|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
|''Super Mario series''
|{{SpiritType|Neutral}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]]?[[Soaring Axe Kick|1]]?, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•Tail {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset ?[[Gunner Missile|3]]??, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset 1[[Chakram|3]][[Hero's Spin|3]]2, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,500
|1,500
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|[[Mushroom Kingdom II]] ([[Battlefield form]])
Line 416: Line 524:
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|
|-
|-
|205
|205
|{{SpiritTableName|Skull Kid|link=y|size=64}}
|[[File:Skullkid.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Skull Kid}}[[Skull Kid]]
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Skull Kid's Hat, Skull Kid's Outfit)<br>•Tiny {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Skull Kid's Hat, Skull Kid's Outfit)<br>{{SSBU|Meta Knight}} (×2) ({{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}})
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,000
|4,000
|[[Distant Planet]] (hazards off)
|[[Distant Planet]] (hazards off)
|•Assist Trophy Enemies (Skull Kid (Invisibility Effect))<br>•Hazard: Fog
|•[[Assist Trophy]] Enemies ([[Skull Kid]] (Invisibility Effect))<br>•Hazard: Fog
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
| Skull Kid with Majora's Mask
|-
|-
|570
|570
|{{SpiritTableName|Flying Man|link=y|size=64}}
|[[File:Flying Man Spirit.png|center|64x64px]]
|''EarthBound'' Series
|[[Flying Man]]
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×5 (50 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Flying Man Hat, Flying Man Outfit)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}} (100 HP)
|''Earthbound series''
|{{SpiritType|Attack}}
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Flying Man Hat, Flying Man Outfit) (×5)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Magicant]] (hazards off)
|[[Magicant]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|{{SSBUMusicLink|EarthBound|Magicant}}
|{{SSBUMusicLink|EarthBound|Magicant}}
|
|-
|-
|rowspan="2"|969
|969
|{{SpiritTableName|Nia|link=y|size=64|dlcalt=y}}
|[[File:Niaa.png|center|64x64px]]
|rowspan="2"|''Xenoblade Chronicles'' Series
|[[Nia]]
|rowspan="2"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (90 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Nia Wig, Nia Outfit, High Voice Type 2)<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}} (90 HP)
|''Xenoblade Chronicles series''
|rowspan="2"|{{SpiritType|Shield}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Nia Wig, Nia Outfit, High Voice Type 2)<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|rowspan="2"|9,100
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|rowspan="2"|[[Gaur Plain]] (hazards off)
|9,100
|rowspan="2"|N/A
|[[Gaur Plain]]
|rowspan="2"|•[[Stamina battle]]<br>•The enemy heals over time
|N/A
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|•[[Stamina battle]]<br>•The enemy heals over time
|rowspan="2"|
|{{SSBUMusicLink|Xenoblade|Battle!! - Xenoblade Chronicles 2}}
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Xenoblade Chronicles|Gormott}}<ref group="SB" name="DLC"/>
|-
|-
|1,041
|1,041
|{{SpiritTableName|Cap'n Cuttlefish|size=64}}
|[[File:Capcuttlefish.png|center|64x64px]]
|''Splatoon'' Series
|Cap'n Cuttlefish
|''Splatoon series''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Helicopter Kick|2]][[Counter Throw|3]], Vince's Hat, Skull Kid's Outfit, Low Voice Type 12)
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Helicopter Kick|2]][[Counter Throw|3]], Vince's Hat, Skull Kid's Outfit, Low Voice Type 12)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,300
|3,300
|[[Mushroom Kingdom U]] (Rock-Candy Mines)
|[[Mushroom Kingdom U]] (Rock-Candy Mines)
|•Item: [[Ray Gun]]
|N/A
|•The enemy's ranged weapons have increased power<br>•The enemy has increased move speed
|•The enemy's ranged weapons have increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Splatoon|Calamari Inkantation}}
|{{SSBUMusicLink|Splatoon|Calamari Inkantation}}
|
|-
|-
|1,070
|1,070
|{{SpiritTableName|The Creature & Flea Man|size=64}}
|[[File:Fleature.png|center|64x64px]]
|''Castlevania'' Series
|The Creature & Flea Man
|''Castlevania series''
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Hockey Mask, Business Outfit, Low Voice Type 11)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Hockey Mask, Business Outfit, Low Voice Type 11)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,500
|4,500
|[[Dracula's Castle]] ([[Battlefield form]])
|[[Dracula's Castle]] ([[Battlefield form]])
Line 478: Line 584:
|•The floor is electrified<br>•The enemy is giant
|•The floor is electrified<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Out of Time}}
|{{SSBUMusicLink|Castlevania|Out of Time}}
|The Creature
|-
|-
|1,080
|1,080
|{{SpiritTableName|Party Phil|size=64}}
|{{anchor|Party Phil}}[[File:Charlie the Party Phil.png|center|64x64px]]
|''Wii Party'' Series
|Party Phil
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Top Hat, Standard Outfit)
|''Wii Party series''
|{{SpiritType|Shield}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (SSB T-shirt)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (SSB T-shirt)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (SSB T-shirt)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|8,800
|8,800
|[[WarioWare, Inc.]] ([[Battlefield form]])
|[[WarioWare, Inc.]] ([[Battlefield form]])
|•[[Bob-omb]] Festival
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|{{SSBUMusicLink|Nintendo|Final Results - Wii Party U}}
|
|-
|-
|1,083
|1,083
|{{SpiritTableName|Gold Bone|size=64}}
|{{anchor|Gold Bone}}[[File:Gold Bone Spirit.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Gold Bone
|''StreetPass Mii Plaza series''
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Hockey Mask, Vampire Garb)
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Hockey Mask, Vampire Garb)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,800
|3,800
|[[Lylat Cruise]]
|[[Lylat Cruise]]
|•Hazard: Low Gravity<br>•Item: [[Super Scope]]
|•Hazard: Low Gravity<br>•Item: [[Super Scope]]
|•Gravity is reduced
|•Gravity is reduced
|{{SSBUMusicLink|Other|Tunnel Scene - X}}
|{{SSBUMusicLink|Nintendo|Tunnel Scene - X}}
|
|-
|-
|1,094
|1,094
|{{SpiritTableName|Smash Ball|link=y|size=64}}
|[[File:SSBUSmashBall.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Smash Ball}}[[Smash Ball]]
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt, Low Voice 9)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Flame Pillar|1]][[Lunar Launch|1]][[Absorbing Vortex|3]], SSB T-shirt, High Voice 2)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|3]][[Hero's Spin|3]][[Reversal Slash|2]], SSB T-shirt, Normal Voice 5)
|''Super smash Bros. series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Counter Throw|3]], (SSB T-shirt, Low Voice 9)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} Moveset [[Grenade Launch|3]][[Flame Pillar|1]][[Lunar Launch|1]][[Absorbing Vortex|3]], (SSB T-shirt, High Voice 2)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} Moveset [[Shuriken of Light|2]][[Gale Stab|3]][[Hero's Spin|3]][[Reversal Slash|2]], (SSB T-shirt, Normal Voice 5)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,600
|9,600
|{{SSBU|Final Destination}} ([[Battlefield form]])
|{{SSBU|Final Destination}} ([[Battlefield form]])
|•Sudden Final Smash<br>•Item: [[Food]]
|•Sudden Final Smash<br>•Item: [[Food]]
|•Survive until the timer runs out (1:30)<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|•Survive until the timer runs out<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|Mii Brawler
|-
|-
|1,260
|1,260
|{{SpiritTableName|Nikki|link=y|size=64}}
|[[File:Nikki.png|center|64x64px]]
|''Swapnote'' Series {{Flag|North America}}<br>''Nintendo Letter Box'' Series {{Flag|PAL}}
|[[Nikki]]
|''Swapnote series''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[PictoChat 2]] ([[Ω form]])
|[[PictoChat 2]] ([[Ω form]])
|•Assist Trophy Enemies (Nikki)
|•[[Assist Trophy]] Enemies (Nikki)
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Mii Plaza}}
|{{SSBUMusicLink|Nintendo|Mii Plaza}}
|Nikki (Brawler)
|-
|-
|1,287
|1,287
|{{SpiritTableName|Spring Man|link=y|size=64}}
|{{anchor|Spring Man}}[[File:Spring man.png|center|64x64px]]
|[[Spring Man]]
|''ARMS''
|''ARMS''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Spring Man Mask, Spring Man Outfit, Normal Voice Type 3)
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Spring Man Mask, Spring Man Outfit, Normal Voice Type 3)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,300
|9,300
|[[Boxing Ring]]
|[[Boxing Ring]]
|N/A
|N/A
|•The enemy's punches and elbow strikes have increased power<br>•The enemy has increased jump power
|•The enemy's punches and elbow strikes have increased power<br>•The enemy has increased jump power
|{{SSBUMusicLink|Other|Title Theme - Wii Sports Club}}
|{{SSBUMusicLink|Nintendo|Title Theme - Wii Sports Club}}
|
|-
|1,288
|{{SpiritTableName|Ribbon Girl|link=y|size=64}}
|''ARMS''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Ribbon Girl Mask, Ribbon Girl Outfit, Normal Voice Type 4)
|{{SpiritType|Grab}}
|3,600
|[[Spring Stadium]] ([[Battlefield form]])
|N/A
|•The enemy has an extra midair jump
|{{SSBUMusicLink|ARMS|Ribbon Ring}}
|
|-
|rowspan="2"|1,291
|{{SpiritTableName|Ninjara|link=y|size=64|dlcalt=y}}
|rowspan="2"|''ARMS''
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|3,600
|rowspan="2"|[[Suzaku Castle]]
|rowspan="2"|•Item: [[Boomerang]]
|rowspan="2"|•The enemy has increased move speed
|rowspan="2"|{{SSBUMusicLink|ARMS|Ninja College}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Ninjara Wig, Ninjara Outfit, Normal Voice Type 5)<ref group="SB" name="DLC"/>
|-
|-
|1,302
|1,302
|{{SpiritTableName|Golden Dash Mushroom|size=64}}
|[[File:Golden Dash Mushroom Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Golden Dash Mushroom}} Golden Dash Mushroom
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Super Mushroom Hat, Standard Outfit, No Voice)
|''Super Mario series''
|{{SpiritType|Attack}}
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Super Mushroom Hat, Standard Outfit)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|10,000
|10,000
|[[Figure-8 Circuit]] ([[Ω form]])
|[[Figure-8 Circuit]] ([[Ω form]])
Line 576: Line 656:
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy is very fast and can't stop quickly<br>•The enemy has increased attack power
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy is very fast and can't stop quickly<br>•The enemy has increased attack power
|{{SSBUMusicLink|Mario Kart|Mario Circuit - Mario Kart 8}}
|{{SSBUMusicLink|Mario Kart|Mario Circuit - Mario Kart 8}}
|
|-
|-
|1,317
|1,317
|{{SpiritTableName|Toy-Con Robot|size=64}}
|[[File:Toy-Con Robot Spirit.png|center|64x64px]]
|''Nintendo Labo'' Series
|Toy-Con Robot
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Toy-Con Visor, Toy-Con Outfit)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Head-On Assault|1]], Bionic Helmet, Mecha Suit)
|''Nintendo Labo series''
|{{SpiritType|Attack}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Toy-Con Visor, Toy-Con Outfit)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Bionic Helmet, Mecha Suit)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|10,000
|10,000
|[[New Donk City Hall]] ([[Battlefield form]])
|[[New Donk City]] ([[Battlefield form]])
|N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|{{SSBUMusicLink|Other|Marionation Gear}}
|{{SSBUMusicLink|Other|Marionation Gear}}
|Player (Toy-Con Outfit)
|-
|-
|1,360
|1,360
|{{SpiritTableName|Geese Howard|size=64}}
|[[File:Geese Howard.png|center|64x64px]]
|''FATAL FURY'' Series
|Geese Howard
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (200 HP) (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Helicopter Kick|2]][[Counter Throw|3]], Princess Zelda Wig, Business Suit, Black Outfit Color, Low Voice Type 9)
|''FATAL FURY series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Princess Zelda Wig, Business Suit)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,700
|13,700
|[[Fourside]] ([[Ω form]])
|[[Fourside]] ([[Ω form]])
|•Jump Power ↓
|Jump Power ↓
|•The enemy's throws have increased power<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|•The enemy's throws have increased power<br>•Stamina battle<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|Soy Sauce for Geese - FATAL FURY SPECIAL}}
|{{SSBUMusicLink|Fatal Fury|Soy Sauce for Geese - FATAL FURY SPECIAL}}
|Young Geese Howard
|-
|rowspan="2"|1,361
|{{SpiritTableName|Ryo Sakazaki|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Art of Fighting'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (160 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Isaac Wig, Orange Fighter Uniform, Low Voice Type 5)
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|9,500
|rowspan="2"|[[Suzaku Castle]] ([[Ω form]])
|rowspan="2"|•Jump Power ↓
|rowspan="2"|•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•All fighters have reduced jump power
|rowspan="2"|{{SSBUMusicLink|Fatal Fury|ART of FIGHT - Art of Fighting}}
|rowspan="2"|
|-
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (160 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)<ref group="SB" name="DLC"/>
|1,361
|-
|[[File:Ryo Sakazaki.png|center|64x64px]]
|1,394
|Ryo Sakazaki
|{{SpiritTableName|Kunio|size=64}}
|''Art of Fighting series''
|''River City'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Issac Wig, Orange Fighter Uniform)
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Toad Outfit)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Attack}}
|9,500
|9,500
|[[Moray Towers]]
|[[Suzaku Castle]] ([[Battlefield form]])
|•Item Tidal Wave<br>•Item: Battering Types
|Jump Power
|•The enemy favors neutral specials<br>•The enemy has increased attack power<br>•Certain items will appear in large numbers after a little while
|•Stamina battle<br>•The enemy will charge up a powerful Final Smash<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Other|Mach Rider}}
|{{SSBUMusicLink|Fatal Fury|ART of FIGHT - Art of Fighting}}
|
|-
|rowspan="2"|1,431
|{{SpiritTableName|Creeper|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}×6
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|3,500
|rowspan="2"|[[Minecraft World]] (Birch Forest)
|rowspan="2"|•Item: [[Bomber]]
|rowspan="2"|•The enemy starts the battle with a Bomber<br>•Explosion attacks aren't as effective against the enemy<br>•Reinforcements will appear after an enemy is KO'd
|rowspan="2"|{{SSBUMusicLink|Minecraft|Toys on a Tear}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×6 (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,437
|{{SpiritTableName|Piglin|customname=[https://minecraft.wiki/w/Piglin Piglin]|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|•Gold [[Steve (SSBU)|Alex]] Team {{Head|Steve|g=SSBU|s=20px|cl=Alex}}×7 (×2 Tiny)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|4,000
|rowspan="2"|[[Reset Bomb Forest]] (Forest)
|rowspan="2"|N/A
|rowspan="2"|•Timed battle (2:00)<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Killing Edge]]
|rowspan="2"|{{SSBUMusicLink|Metal Gear|Cavern}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•Gold {{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×7 (×2 Tiny) (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Pig Mask, Pig Outfit)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,440
|{{SpiritTableName|Tifa|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Soaring Axe Kick|1]][[Feint Jump|2]]<!--Default version uses 1, alt uses 3-->, Black Protective Gear, High Voice Type 2)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|7,400
|rowspan="2"|[[Reset Bomb Forest]] ([[Ω form]])
|rowspan="2"|•Move Speed ↑<br>•Attack Power
|rowspan="2"|•The enemy has increased attack power after a little while<br>•The enemy has increased move speed after a little while
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Let the Battles Begin!}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Tifa's Outfit, High Voice Type 2)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,450
|{{SpiritTableName|Chocobo & Moogle|size=64|customname=[[Chocobo]] & Moogle|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Isaac Wig, Yellow Tracksuit)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|1,600
|rowspan="2"|[[Garden of Hope]]
|rowspan="2"|•Item: [[Cucco]]
|rowspan="2"|•Take your strongest team into this no-frills battle<br>•''The enemy starts the battle with a Bob-omb''
|rowspan="2"|{{SSBUMusicLink|Yoshi|Flower Field}}
|rowspan="2"|Chocobo
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Chocobo Hat, Yellow Tracksuit)<ref group="SB" name="DLC"/><br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|-
|1,472
|{{SpiritTableName|Giga Cat Mario|size=64}}
|''Super Mario'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Feint Jump|2]], Cat Hat, Cat Suit)<br>•{{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|3,900
|[[Find Mii]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Great Tower Showdown 2}}
|{{s|mariowiki|Mario}}
|-
|rowspan="2"|1,476
|{{SpiritTableName|Heihachi Mishima|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (150 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Soaring Axe Kick|1]][[Counter Throw|3]] Dragon Helmet, Black Fighter Uniform, Low Voice Type 9)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|13,700
|rowspan="2"|[[Mishima Dojo]]
|rowspan="2"|•Sudden Final Smash
|rowspan="2"|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•[[Stamina battle]]
|rowspan="2"|{{SSBUMusicLink|Tekken|Heihachi Mishima, the King of Iron Fist}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Soaring Axe Kick|1]][[Counter Throw|3]], Heihachi Wig, Heihachi Outfit, Low Voice Type 9)<ref group="SB" name="DLC"/>
|-
|1,479
|{{SpiritTableName|Kuma & Panda|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Bear Hat, Cat Suit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Attack}}
|1,900
|[[Gaur Plain]] ([[Battlefield form]])
|•Uncontrollable Speed
|•The enemy is very fast and can't stop quickly after a little while<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Yodeling in Meadow Hill}}
|Kuma
|-
|1,482
|{{SpiritTableName|Ling Xiaoyu|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (130 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Ashley Wig, Orange Fighter Uniform)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Shield}}
|3,800
|[[New Pork City]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Moonsiders 1st}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|33
|33
|{{SpiritTableName|Toadette|link=y|size=64}}
|[[File:Toadette.png|center|64x64px]]
|''Captain Toad: Treasure Tracker'' Series
|{{anchor|Toadette}}[[Toadette]]
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Head-On Assault|1]], Toad Hat, Toad Outfit, High Voice, Type 7)
|''Captain Toad: Treasure Tracker series''
|{{SpiritType|Neutral}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Toad Hat, Toad Outfit, High Voice, Type 7)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,600
|2,600
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
Line 767: Line 728:
|-
|-
|1,079
|1,079
|{{SpiritTableName|Sebastian Tute|size=64}}
|{{anchor|Sebastian Tute}}[[File:Sebastian Tute.png|center|64x64px]]
|Sebastian Tute
|''Wii Music''
|''Wii Music''
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Prince's Crown, Butler Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Saki Amamiya Wig, Steampunk Getup)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Feint Jump|2]], Isaac Wig, Toy-Con Outfit)
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Prince's Crown, Butler Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Saki Amamiya Wig, Steampunk Getup)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Feint Jump|2]], Isaac Wig, Toy-Con Outfit)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[Tomodachi Life]] ([[Battlefield form]])
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|N/A
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls ([[Meloetta]])<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls (Meloetta)<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|{{SSBUMusicLink|Nintendo|Final Results - Wii Party U}}
|Bob Tute
|Mii
|-
|-
|1,082
|1,082
|{{SpiritTableName|Iris Archwell|size=64}} {{Flag|North America}}<br>Ella Mentree {{Flag|PAL}}
|{{anchor|Iris Archwell}}[[File:Iris Archwell.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Iris Archwell
|''StreetPass Mii Plaza series''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Wild West Hat, Butler Outfit)
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Wild West Hat, Butler Outfit)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
Line 791: Line 754:
|-
|-
|1,298
|1,298
|{{SpiritTableName|Partner Pikachu|size=64}}
|[[File:Let's Go Pikachu Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Partner Pikachu}}Partner Pikachu
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Red}} (150 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt) (100 HP)
|''Pokémon series''
|{{SpiritType|Attack}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (SSB T-shirt)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,000
|8,000
|[[Saffron City]]
|[[Saffron City]]
Line 803: Line 767:
|-
|-
|1,321
|1,321
|{{SpiritTableName|Peachette|iw=mariowiki|size=64}}
|[[File:Peachette Spirit.png|center|64x64px]]
|''Super Mario'' Series
|Peachette
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Head-On Assault|1]], Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|''Super Mario series''
|{{SpiritType|Shield}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Toad Hat, Yellow Toad Outfit)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|10,000
|10,000
|[[Mushroom Kingdom U]] (hazards off)
|[[Mushroom Kingdom U]]
|•Easy to Launch<br>•Hazard: Low Gravity
|•Easy to Launch<br>•Low Gravity
|•All fighters are easy to launch<br>•Timed battle (1:00)<br>•Gravity is reduced
|•All fighters are easy to launch<br>•Timed battle<br>•Gravity is reduced
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{iw|mariowiki|Yellow Toad|New Super Mario Bros. series}}
|[[mariowiki:Yellow Toad (character)|Yellow Toad]]
|-
|rowspan="2"|1,441
|{{SpiritTableName|Barret|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Green Wild West outfit, Low Voice Type 3)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|3,500
|rowspan="2"|[[Midgar]] (hazards off)
|rowspan="2"|•Item: Exploding Types
|rowspan="2"|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•''The enemy starts the battle with a [[Bob-omb]]''
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Opening - Bombing Mission}}
|rowspan="2"|Biggs, Wedge, and Jessie
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Barret's Outfit, Low Voice Type 3)<ref group="SB" name="DLC"/><br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|-
|1,448
|{{SpiritTableName|The Turks & Rufus Shinra|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}}×2 (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Absorbing Vortex|3]], Business Suit - White)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Business Suit - White)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Business Suit - White)
|{{SpiritType|Grab}}
|7,700
|[[Fourside]] ([[Battlefield form]])
|•Item: Exploding Types
|•Reinforcements will appear after an enemy is KO'd<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Rude
|-
|1,516
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}}
|[sic]
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP)
|{{SpiritType|Attack}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|Mio
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
Line 863: Line 786:
<gallery>
<gallery>
SSBU Mii Fighter Number.png|Mii Brawler in Mii Fighters' fighter card.
SSBU Mii Fighter Number.png|Mii Brawler in Mii Fighters' fighter card.
Mii Brawler unlock notice SSBU.jpg|Mii Brawler's unlock notice when obtaining him in [[World of Light]].
SSBUWebsiteMiiFighter1.jpg|Mii Brawler [[taunting]] on {{SSBU|Battlefield}}.
SSBUWebsiteMiiFighter1.jpg|Mii Brawler [[taunting]] on {{SSBU|Battlefield}}.
SSBUWebsiteMiiFighter4.jpg|[[Dash]]ing after [[Olimar (SSBU)|Pikmin]] on [[Find Mii]].
SSBUWebsiteMiiFighter4.jpg|[[Dash]]ing after [[Olimar (SSBU)|Pikmin]] on [[Find Mii]].
Line 869: Line 791:
SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shielding]] on {{SSB4|Mario Circuit}}.
SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shielding]] on {{SSB4|Mario Circuit}}.
</gallery>
</gallery>
 
===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=qdSKO-mc2n8}}
{{#widget:YouTube|id=qdSKO-mc2n8}}


==Trivia==
==Trivia==
* The Brawler is the only type of Mii Fighter to have a non-special move named in one of his tips; namely, his up smash, which is called "Cartwheel Kick".
* The Brawler is the only type of Mii Fighter to have a non-special move named in one of its tips; namely, its up smash, which is called "Cartwheel Kick".
** The name is somewhat misleading: an actual "cartwheel kick" is a maneuver used in {{s|wikipedia|Capoeira}}, while the Mii Brawler's up smash is actually a bicycle kick.
** The name is somewhat misleading: an actual "cartwheel kick" is a maneuver used in {{s|wikipedia|Capoeira}}, while the Mii Brawler's up smash is actually a bicycle kick.
*Mii Brawler's pose in the panoramic artwork for ''Ultimate'' resembles his [[neutral aerial]].
*The Brawler is also the only Mii Fighter to be unlocked in the Dark Realm.
*Many of the Mii Brawler's special moves resemble the attacks of a variety of characters from different fighting games, such as [[Counter Throw]]'s animation resembling [[Geese Howard]]'s Jōdan'ateminage counter and [[Flashing Mach Punch]] resembling [[Ryo Sakazaki]]'s Zanretsuken. These similarities are taken further in Mii outfit showcases and [[Spirit]] battles, where the Brawler is seen using certain special moves as a homage to his outfits.
*Mii Brawler is the only Mii Fighter that does not possess a reflector.
*Regardless of whether the costume is purchased or not, Mii Brawler appears in the most spirit battles in DLC spirit boards, with a total of fourteen.
**Additionally, they do not have a Spirit battle with a Legend Spirit unlike the other Miis.
*The Mii Brawler from [[Adventure_Mode:_World_of_Light|Adventure Mode]] is the only Mii Fighter to be given an official name by Nintendo. [https://twitter.com/NintendoVS/status/1058003857924452353 According to a tweet by NintendoVS], his name is Chris.
*Mii Brawler’s pose in the group artwork for ''Ultimate'' resembles its [[neutral aerial]].
 


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Smash universe}}
{{Smash universe}}
[[Category:Mii Fighter (SSBU)| ]]
[[Category:Mii Fighter (SSBU)| ]]
[[Category:Mii Brawler (SSBU)| ]]
[[Category:Mii Brawler (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Karateka Mii (SSBU)]]
[[es:Karateka Mii (SSBU)]]

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