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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]
|tier = B+
|ranking = 36
}}
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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]].
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]]. Mii Brawler is classified as [[Fighter number|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==
 
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.
 
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}}.


==Attributes==
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, 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).
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.
As with other Mii Fighters, one of the strengths of the Mii Brawler is their 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.


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.
Accompanying their varying specials, the Mii Brawler is a fairly nimble fighter with great 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 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 their 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 their 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.


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 addition to their 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.


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.
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.


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.
In terms of recovery, Mii Brawler has some good options. Soaring Axe Kick has great vertical distance 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 their airdodge. However, if Mii Brawler is hit out of Feint Jump, they will be unable to use it again until they grab a ledge or land 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 vertical distance. Thrust Uppercut is a fast recovery option but is perhaps the most restrictive up special Mii Brawler has for recovery.


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.
However, Mii Brawler does not come without their own flaws. In exchange for their decent mobility and speed, their fixed middleweight status doesn't grant them high survivability. This is further exacerbated by their 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.


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.
Another issue with the Mii Brawler is the lack of reliable KO confirms at high percents. At those percentages, many of Mii Brawler's combo setups stop confirming. Many of their 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, they must rely on back aerial, out of shield options, hard reads and tech-chasing to secure stocks without assistance from confirms.


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}}.
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. Additionally, a Mii Brawler experienced in several movesets will be able to update their moveset to better combat their 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 Soaring Axe Kick to [[Climhazzard]] . 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 their poor range and limited off-stage presence due to their fast fall speed. While their strengths do overshadow their weaknesses, 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]].


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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''.
The Mii Brawler has been the most extensively modified of the Mii Fighters. With its 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 their 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 their moveset overhaul, the Mii Brawler has received a large mix of buffs and nerfs in the transition from ''Smash 4'' to ''Ultimate''; while it was ambiguous to whether they were overall buffed or nerfed during the initial release, game updates would provide substantial buffs for the Brawler, and the changes to game mechanics have been mostly positive for them. Overall, the Mii Brawler was buffed in the transition to ''Ultimate''.


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.
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 noticeably improved. Their 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 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 significantly, with them being the largest recipient of 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 custom moves.


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.
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 [[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 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.


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.
The Brawler also benefits 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 them a more respectable initial dash, as well as their ground-to-air and air-to-ground mobility due to their faster falling speed and gravity. The ability to [[Dash-canceling|perform any grounded attack out of a run]] also alleviates their notoriously poor grounded [[approach]]. These two changes have collectively improved the Brawler's [[neutral game]], which was a major weakness they had in ''Smash 4''. 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.  


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.
However, the Mii Brawler has also received some noteworthy nerfs. 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 combo and KO and renders their aerial mobility more polarized, while also removing 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 despite the Brawler's streamlined jumpsquat, vastly reducing the KO power of their combo strings and mostly 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 is now forced to use their tilts in order to combo, as their previous KO setups now mostly serve to rack up damage instead.


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.
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 their only approaching attacks in exchange for a counterattack in Counter Throw. However, due to the Brawler's improved mobility, the loss of these options is overall alleviated.


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.
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 them easier to edgeguard. Lastly, the Brawler still retains some of their former weaknesses from ''Smash 4'' despite them being alleviated, such as their poor range and only passable projectile collectively resulting in a polarized neutral game, as well as having trouble at landing their powerful KO options and a vulnerable recovery.
 
In the end, the changes to the Mii Brawler's moveset have improved their moveset overall and allow more of their 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 their strongest special moves being streamlined. Game updates have also provided the Brawler with some notable buffs, toning down some of the nerfs they received in the base game and significantly improving their options in the neutral game. As a result, their original perception as the weakest of the three Miis has notably improved since then, with the general consensus being the Brawler stands around the low end of high tier or the high end of mid tier, but has room to rise. Nevertheless, their true viability and impact on the metagame are still yet to be determined due to their low representation and amount of results.


{{SSB4 to SSBU changelist|char=Mii Brawler}}
{{SSB4 to SSBU changelist|char=Mii Brawler}}


==Update history==
==Update history==
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 been significantly buffed from game updates. 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 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.
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 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.
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 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 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.
Line 68: Line 64:
Patch 7.0.0 now increased [[Suplex]]'s grab range, make it easier to grab opponents.
Patch 7.0.0 now increased [[Suplex]]'s grab range, make it easier to grab opponents.


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 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 now deals more shield damage and knockback, now being capable of instantly breaking full shields if all three hits connect.


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}}'''
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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%
Line 113: Line 109:
|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, 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.
|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. 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.
|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=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 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, neutral aerial 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, so it is mainly used as a punish after a jab lock.
|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. 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.
|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 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.
|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'', 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.
|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 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.
|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. 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.
|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= 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.
|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 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.
|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, KOing 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. However, it only has true followup potential at low percents into up-air or Thrust Uppercut 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, 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%.
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|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%
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|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 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.
|ssdefname=Onslaught
|ssdefname=Onslaught
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8)
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (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 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.
|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, 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.
|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 jump into the air, lifting the opponent with them, 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.
|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 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.
|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, allowing 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 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%.
|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), 16% (aerial hit, grounded opponents only)
|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=Leaps up with a backflip kick with both of their 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 past 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 edgeguard (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.
|dsc1name=[[Feint Jump]]
|dsc1name=[[Feint Jump]]
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
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|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. 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 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. 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.
}}
}}
===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 performs two fast alternating punches followed by a spin kick and makes a pose similar to their side taunt.
<gallery>
<gallery>
BrawlerOnScreenAppearanceSSBU.gif|Mii Brawler's on-screen appearance
BrawlerOnScreenAppearanceSSBU.gif|Mii Brawler's on-screen appearance
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===[[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''': Forms a grounded stance, then punches twice towards the screen using alternating arms.
<gallery>
<gallery>
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===[[Idle pose]]s===
===[[Idle pose]]s===
*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>


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|-
|-
! scope="row"|Description
! scope="row"|Description
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!  
|}
|}
</div>
</div>
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|-
|-
! scope="row"|Description
! scope="row"|Description
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!  
|}
|}
</div>
</div>
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===[[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:''' Performs a straight punch, followed by a backhanded punch and a high kick combo, then poses with the leg outstretched.
*'''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 in quick succession toward the screen (similar to their neutral jab infinite), then poses with an arm outstretched.
*'''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 with the same leg outstretched.
[[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==
The viewpoint on Mii Brawler was very positive before release, with players quickly acknowledging the buffs and changes to their array of special moves, along with the engine changes suggesting that they would benefit immensely due to their speedy rushdown archetype. However, perception on Mii Brawler quickly became lackluster on release: many players quickly noticed the severe nerfs to their 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, they received nerfs to their 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, they were quickly considered them to be the weakest of the three Mii Fighters, as they had the ability to rack up damage very quickly, yet were unable to safely secure stocks.
 
Unlike the other Mii Fighters, Mii Brawler has received several notable buffs to their moveset over time, improving the character’s overall effectiveness. As a result of those buffs and the growing metagame, several players such as {{Sm|ESAM}}, {{Sm|Larry Lurr}}, {{Sm| Charliedaking}}, and {{Sm|Leffen}} have changed their viewpoint on the character. They have labeled Brawler as the best of the three Mii Fighters, going as far as to rank them as a solid high mid-tier character or even a high tier. Although the character’s exact tier placement is still up for debate (due to their relative obscurity), it is generally agreed upon that Brawler’s viability was previously underestimated.
 
===Most historically significant players===
===Most historically significant players===
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<!--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 -->
''See also: [[:Category:Mii Brawler players (SSBU)]]''
''See also: [[:Category:Mii Brawler professionals (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|Ghost|Australia}} - The best Mii Brawler in Australia. Placed 1st at both {{Trn|Big Cheese 2}} and {{Trn|CouchWarriors Crossup 2}}, 3rd at {{Trn|Battle Arena NightClub}}, 5th at {{Trn|META SHIFT}}, and 17th at {{Trn|Phantom 2020}} with wins over players like {{Sm|Aluf}}, {{Sm|Extra}}, {{Sm|Jdizzle}}. Currently ranked 6th on the [[Australian Power Rankings]].
*{{Sm|LeeT|USA}} - Considered the best Mii Brawler player in the United States but hasn't attended a major since 2020. Placed 17th at {{Trn|Smash 'N' Splash 5}}, {{Trn|Return to Subspace 2}}, and {{Trn|Overclocked Ultimate}}, and 65th at both {{Trn|The Big House 9}} and {{Trn|Shine 2019}}.
*{{Sm|Narayan|Germany}} - The best Mii Brawler in Germany. Placed 25th at {{Trn|Calyptus Cup X: Powwer Up}} and 49th at {{Trn|Syndicate 2019}} with a wins over {{Sm|Meutrich}}, {{Sm|Rinor}}, and {{Sm|Tonga}}.
*{{Sm|Nyaga|Japan}} - Uses a variety of characters but mains Mii Brawler. Placed 2nd at {{Trn|HST SP 6}}, {{Trn|HST SP 7}}, and {{Trn|HST Invitational}} and 4th at {{Trn|HST SP 5}} with a win over {{Sm|Rikuya}}.
*{{Sm|Regerets|Philippines}} - Co-mains Greninja and is the best Mii Brawler player in the Philippines. Placed 1st at {{Trn|Don't Smash the Wall}}, 3rd at {{Trn|Gamebookr's Mid-Year Smash Tournament}}, and 7th at both {{Trn|REV Major 2019}} and {{Trn|Uprising 2019}}. Currently ranked 1st on the [[Filipino Power Rankings]].
*{{Sm|Rizeasu|Japan}} - Uses an army of characters, with his performances as Mii Brawler being responsible for the character's best results. Placed 1st at {{Trn|Maesuma TOP 4}}, 2nd at {{Trn|Maesuma TOP 5}}, and 5th at both {{Trn|Maesuma TOP 2}} and {{Trn|Sumabato SP 18}} with wins over players such as {{Sm|Tea}}, {{Sm|kameme}}, and {{Sm|T}}.


==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 doesn't appear in 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. 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.
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|''{{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}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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''.
Mii Brawler's fighter spirit is available periodically for purchase in the shop for 300 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>
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
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|{{SpiritTableName|Ribbon Girl|link=y|size=64}}
|{{SpiritTableName|Ribbon Girl|link=y|size=64}}
|''ARMS''
|''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)
|•{{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)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|3,600
|3,600
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|rowspan="2"|
|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"/>
|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)<ref group="SB" name="DLC"/>
|-
|-
|1,302
|1,302
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|-
|-
|rowspan="2"|1,437
|rowspan="2"|1,437
|{{SpiritTableName|Piglin|customname=[https://minecraft.wiki/w/Piglin Piglin]|size=64|dlcalt=y}}
|{{SpiritTableName|Piglin|customname=[https://minecraft.gamepedia.com/Piglin Piglin]|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|rowspan="2"|''Minecraft'' Series
|•Gold [[Steve (SSBU)|Alex]] Team {{Head|Steve|g=SSBU|s=20px|cl=Alex}}×7 (×2 Tiny)
|•Gold [[Steve (SSBU)|Alex]] Team {{Head|Steve|g=SSBU|s=20px|cl=Alex}}×7 (×2 Tiny)
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|{{SpiritTableName|Heihachi Mishima|link=y|size=64|dlcalt=y}}
|{{SpiritTableName|Heihachi Mishima|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Tekken'' Series
|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)
|•{{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)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|13,700
|rowspan="2"|13,700
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|rowspan="2"|
|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"/>
|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)<ref group="SB" name="DLC"/>
|-
|-
|1,479
|1,479
Line 757: Line 726:
|{{SpiritTableName|Toadette|link=y|size=64}}
|{{SpiritTableName|Toadette|link=y|size=64}}
|''Captain Toad: Treasure Tracker'' Series
|''Captain Toad: Treasure Tracker'' Series
|•{{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)
|•{{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)
|{{SpiritType|Neutral}}
|{{SpiritType|Neutral}}
|2,600
|2,600
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|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Rude
|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
|}
|}


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<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]].
Mii Brawler unlock notice SSBU.jpg|Mii Brawler's unlock notice.
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]].
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SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shielding]] on {{SSB4|Mario Circuit}}.
SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shielding]] on {{SSB4|Mario Circuit}}.
</gallery>
</gallery>
===Fighter 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.
** It is also the only Mii Fighter to be unlocked in a sub-area.
*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.
*Mii Brawler is the only Mii Fighter that does not possess a reflector.
*The Mii Brawler is the only Mii Fighter to have a [[command grab]].
*Mii Brawler’s pose in the panoramic artwork for ''Ultimate'' resembles its [[neutral aerial]].
*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 their outfits.
*Regardless whether the costume is purchased or not, Mii Brawler appears in the most spirit battles in DLC spirit boards, with a total of fourteen.
*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.
*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.


{{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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