Template:SSB4 to SSBU changelist/Mii Brawler
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Aesthetics
- Mii Brawler's name on UIs is now said Mii Brawler across all English and Asian versions of the game, rather than Mii Fighter in the Japanese version.
- Players can customize the Mii Brawler's voice clips from 12 different voices, with 3 different pitches.
- Mii Brawlers have had their body proportions adjusted: they are now much more realistic, compared to the more cartoony proportions they had in Smash 4.
- While still based on the "Guest C" Mii, the default Mii Brawler has an altered appearance. He has slightly darker skin (which is closer to the skin tone of "Guest C"), his hair is longer, and he has a different mouth and eyebrows, giving him a more stern expression instead of a neutral one as he did in Smash 4.
- The default outfit for the Mii Brawler has significantly more detail. They now have a stylized character-colored shirt, blue soles and toes on their boots, black arm-length gloves instead of yellow wrist-length gloves, and extra padding on their forearms, knees, and shins.
Attributes
- Like all characters, the Mii Brawler's jumpsquat animation takes three frames to complete (down from 5).
- As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:
- Mii Brawler walks faster (1.15 → 1.26).
- Mii Brawler dashes faster (1.72 → 1.92).
- Mii Brawler's initial dash is much faster (1.6 → 1.97).
- Mii Brawler's traction is significantly higher (0.045 → 0.12).
- Mii Brawler has a slower air speed (1.2 → 1.15).
- Mii Brawler falls much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.
- The Mii Brawler's gravity is much higher (0.1 → 0.192). This lets the Brawler reach their maximum falling speed faster, improving their mobility, but reduces their jump height and makes them much more susceptible to combos and meteor smashes.
- The Mii Brawler now has a set weight of 94, down from 100 in Smash 4. This makes their weight on par with Ness, Lucas and Inkling, and makes them the lightest Mii Fighter. The Mii Brawler is now lighter than the lightest possible Mii in Smash 4, hindering their survivability, while still being more vulnerable to combos due to their faster falling speed and gravity.
- Due to their higher falling speed and gravity, the Mii Brawler's short hop and full jump last for a shorter time (short hop: 36 frames → 28, full jump: 55 frames → 41).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with reduced intangibility (frames 4-16 → 5-16) and increased ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Spot dodge has more startup with reduced intangibility (frames 2-17 → 3-17).
- Air dodge has increased intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 45).
Ground attacks
- Neutral attack:
- Apart from the final hit, all of neutral attack's hits deal less damage (hit 1: 3% → 1.8%, hit 2: 2% → 1%, looping hits: 1% → 0.5%).
- The first hit has two additional hitboxes, but reduced hitbox sizes (2.8u/4.0u → 1.6/1.6/1.8/1.8). This reduces the attack's vertical range.
- The second hit has altered hitbox sizes (4.0u/2.8u/2.8u → 3.0/3.5/3.5).
- The first two hits have increased hitlag (1.0x → 1.8x hit 1/1.2x hit 2).
- The infinite's hitbox is larger (3.5u → 4.0), increasing its vertical range. It also has reduced hitlag (1.0x → 0.6x) and a lower SDI multiplier (1.0x → 0.4x). These changes make it much harder to escape.
- The infinite has modified stretch positionings (Z-axis: 15.5 → 8.0, Z-stretch: 9.0 → 15.5). Overall, the infinite's horizontal range is unchanged.
- The finisher's hitbox is no longer an extended hitbox, but now has has three additional hitboxes. All of them have reduced sizes (4.5u → 3.5/3.5/3.5/3.5). This gives the move around the same range.
- All hits except for the finisher send at lower angles (hit 1: 45˚/80˚ → 361˚/361˚/180˚/361˚, hit 2: 94˚/45˚/45˚ → 361˚/180˚/180˚, infinite: 75˚ → 361˚). This allows the attack to connect significantly better, and allows the two first hits to lock.
- All hits except for the finisher no longer have set knockback (hit 1: 10/15 set/100 scaling → 25/25/20/20 base/25/25/15/15 scaling, hit 2: 25/15/15 set/100 scaling → 25 base/25/20/20 scaling, infinite: 10 set/100 scaling → 7 base/20 scaling).
- Forward tilt:
- All angles no longer have a sourspot on the Mii Brawler's leg that deals less damage.
- All angles have altered knockback (12 base/100 scaling → 34/86). This makes the move safe on hit at low percentages, but slightly hinders its KO power at high ones.
- Dash attack:
- Both the clean and late hits have a new hitbox on the Brawler's leg. This makes the attack more likely to connect.
- The late hit's farthest hitbox has slightly reduced size (3.5u → 3.2), reducing the attack's range.
- Forward smash:
- Forward smash has a slightly different animation: it now leaves an electrical trail on the Mii Brawler's fist (though it does not deal electric damage). The Mii Brawler also no longer flexes their fist during the ending animation; instead, the Brawler pumps their arms downwards.
- The Mii Brawler now steps further forward when using their forward smash, giving it slightly more range.
- The move lasts for one more frame (frame 17 → 17-18).
- The move deals more knockback (30 base/100 scaling → 35/102), improving its already great KO power.
- Up smash:
- The clean hit deals more knockback (32 base/93 scaling → 33/96).
- Down smash:
- Both hits deal more knockback (front: 31 base/80 scaling → 41/85, back: 83 scaling → 88). This improves the move's KO power, especially the front hit.
Aerial attacks
- All aerials except down aerial have less landing lag (Neutral: 10 → 6, Forward/Back: 14 → 11, Up: 14 → 10).
- Neutral aerial:
- The move has reduced ending lag (FAF: 56 → 46). It is no longer the sex kick with the most ending lag by a significant margin.
- Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range. Also, due to Mii Brawler's higher fast speed and gravity, it can no longer auto-cancel in a short hop.
- Forward aerial:
- Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.
- Both hits deal more damage (hit 1: 4% → 5%, hit 2: 5% → 6%).
- The second hit has faster startup (frame 18 → 15), allowing both hits to connect better while rising.
- However, this means the first hit is now more difficult to use the first hit to initiate combos by landing.
- The first hit no longer has set knockback (40/40 set/100 scaling → 39/47 base/10 scaling) or sends at the autolink angle (366˚ → 25˚), making it connect less reliably when falling or moving backwards.
- One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).
- However, both hits' hitboxes have modified positionings (hit 1: 4.2/0.0 X-axis → 4.2/-1.0, hit 2: 4.2/0.0 X-axis → 4.2/-1.3). This decreases the second hit's range very slightly.
- The move auto-cancels earlier (frame 43 → 30). However, the move is still unable to auto-cancel from a short hop due to the Brawler's faster falling speed and gravity.
- Back aerial:
- The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.
- Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the move having considerably less range.
- Up aerial:
- The move deals more damage (8% → 9%). This makes it safer on hit, improving its combo ability.
- Down aerial:
- The meteor hitbox has significantly more knockback scaling (80 → 95), although it is still weaker than the clean hit on grounded opponents.
Throws and other attacks
- Pummel deals less damage (3.25% → 1.3%) but is much faster.
- Forward throw:
- It launches at a lower angle (45˚ → 42˚), improving its ability to set up edgeguards and slightly improving its KO potential.
- Back throw:
- The first hit deals more damage (2% → 4%).
- The move has a more fluid animation.
- Up throw:
- It deals more damage (8% → 11%), although it is still incapable of KOing until Sudden Death percentages.
- Down throw:
- The move has more knockback scaling (100 → 120), making followups more difficult at mid percents and completely removing them at high ones. The reduced knockback of Helicopter Kick and the replacement of Piston Punch with Thrust Uppercut also make down throw KO setups only effective at low percents (with the aid of platforms) and mid percents (near the edge).
Special moves
Neutral specials
- Shot Put:
- The move has less ending lag after throwing the ball (FAF: 80 → 68).
- The iron ball's clean hit sends at a lower angle (67˚ → 47˚), improving its utility at keeping opponents away and its edgeguarding ability.
- The iron ball deals slightly more damage as it bounces (first bounce: 11% → 11.25%, second bounce: 8% → 8.4%).
- The iron ball appears to be smaller. However, its hitbox remains the same.
- Exploding Side Kick:
- The move now causes Special Zoom when it lands.
- A reversed Exploding Side Kick deals more damage (27%/25% → 28%/26%).
- The aerial Exploding Side Kick's sourspot deals very slightly less damage (19.55% → 19.549999%), though this is unnoticeable in gameplay.
- An aerial reversed Exploding Side Kick deals more damage (22.95%/21.25% → 23.799999%/22.1%).
- The move has increased knockback (grounded/aerial: 35 base/79 scaling → 40/80, reversed/aerial reversed: 35 base/79 scaling → 40/77). This makes the move safer on hit and slightly improves its KO power.
- Both reversed versions have faster startup (frame 58 → 52).
- Exploding Side Kick has significantly lower ending lag (grounded/aerial: FAF 90 → 80, reversed/aerial reversed: FAF 98 → 82), making it much safer on shield.
- The move can be reversed much later (up until frame 48, just before the kick comes out). Coupled with the new dodge mechanics, this makes the move better for punishing a dodge.
Side specials
- Onslaught:
- Onslaught has a different animation: the Mii Brawler now throws in a mixed barrage of punches and kicks, with the final hit being a backflip kick.
- Onslaught has a new mechanic: Onslaught deals increased knockback as the Mii Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. It takes approximately 8 seconds until Onslaught's knockback multiplier returns to its increased value; a purple sparkle briefly appears on the Mii Brawler's shoes this happens. Due to this, the move is now capable of KOing at around 100% if not fully stale, and much lower with rage due to both the move's multiplier and rage stacking together.
- Grounded Onslaught's second to last hit is now a meteor smash that drags opponents to the ground (75˚ → 270˚) and has higher knockback, with the opponent not being able to tech the hit, even at low percentages. This allows the entire move to connect consistently at higher percents.
- However, the meteor smash will cause opponents to drop out of the move if they are near an edge, though this can be used to gimp opponents with weak vertical recoveries, and can set up for edgeguards.
- Both versions now hit seven times instead of five. Each hit now deals more and consistent damage (grounded: 1.2% loop hits/1.2% hit 4/4% final hit/8.8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total, aerial: 1% loop hits/1% hit 4/4% final hit/8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total).
- Both versions' final hit deals reduced knockback (80 base/175 scaling → 58/144). This makes the normal (stale) version KO slightly later.
- Aerial Onslaught's final hit sends at a lower angle (80˚ → 70˚), making it prone to LSI and reducing its KO power at lower percents.
- Burning Dropkick:
- Burning Dropkick can no longer be charged. The Mii Brawler now leaps forward and launches a fixed distance diagonally downwards after a brief pause. It has vastly reduced distance and can now miss entirely if started right next to an opponent, significantly reducing its recovery range, reliability, and utility for mindgames.
- Burning Dropkick deals more damage compared to the previous uncharged version (10% → 13%).
- Burning Dropkick's landing lag can be reduced by using it at the peak of a full hop.
Up specials
- Soaring Axe Kick:
- Soaring Axe Kick's has faster startup (frame 16 → 10).
- Soaring Axe Kick's first hit is now highlighted by a large blue trail that significantly increases its range.
- Soaring Axe Kick's descending hit is much stronger, now being a capable KO option. It also has more base knockback, making sacrificial KOs significantly more effective especially against ledge-hanging opponents, though it still KOs the Brawler first if used offstage at 0%.
- Soaring Axe Kick gains slightly more height and can now sweetspot the ledge halfway through the ascending hit; previously it could only do so right before the Brawler descended. This significantly improves its safety, as it was notoriously easy to intercept in Smash 4.
- The descending part of the move now has to be initiated manually, similar to Cloud's Climhazzard. This eliminates the descending portion when recovering, which previously caused self destructs.
- Helicopter Kick:
- The trajectory of Helicopter Kick's final hit can now be altered. Holding forward will make its knockback diagonal, while holding back will make its knockback more vertical.
- Helicopter Kick travels significantly higher when used on the ground.
- Helicopter Kick has lower knockback, especially if aimed upwards. This prevents it from KOing disproportionately early through throw combos, though it is still effective at the ledge.
Down specials
- Head-On Assault:
- Head-On Assault has an altered startup animation, with the Brawler doing a half-backflip instead of a headbutt while rising. It also has a different ending animation; the Brawler simply stands back up again.
- The descending hit no longer buries opponents. Instead, it deals diagonal knockback that can KO at 112%. This removes bury followups, but significantly improves its utility as an attack.
- Head-On Assault's headbutt is now a corkscrewing attack that deals multiple hits very quickly. Each hit deals 1%, and a ground-starting attack can hit at least 3 times.
- The descending hits deal less overall damage if started on the ground (8% → 4%).
- Due to the multiple hits, Head-On Assault deals more damage if it lands on an aerial opponent, and it will always KO the opponent first if it the grounded version leads to a sacrificial KO. However, whoever is KO'd first is still inconsistent if the aerial version is used.
- Head-On Assault deals significantly more shield damage, especialy the landing hit. This allows it to break full shields if all hits land.
- Feint Jump:
- Feint Jump's kick now surrounds itself in a blue aura instead of purple.
- The kick attack used during Feint Jump sends the Brawler flying at a more downward angle.
- Because of this, its recovery potential has been worsened.
- Mii Brawler can hit closer grounded opponents more easily but also can have a harder time hitting opponents from a far distance.
- Feint Jump’s momentum is stopped completely when landing with the kick, removing its notorious ledge-cancel and resulting in high landing lag.
- The Kick can be initiated much earlier and later, now adding more mixups.
- When landing on an opponent during the descent of the flip, the Brawler will now automatically perform a meteor smashing kick that deals 7%.
Final Smash
- Omega Blitz now has the Brawler stay in one place while throwing a barrage of punches and kicks after dragging the opponent upward, the initial attack is now an upwards-arcing heel kick, and the Final Smash finishes with a downward punch rather than a chop.
- Because of the change of the initial attack, the activation hitbox has extended range.
- Omega Blitz deals more total damage (42% → 47%).
- The final hit deals considerably less knockback (85 base/162 → 63/132), making it noticeably weaker overall despite a marginally improved angle (272˚ → 270˚).
New special moves
The Mii Brawler has received four new special moves, each replacing one former special move from each category.
- Flashing Mach Punch:
- This neutral special move replaces Ultimate Uppercut. It is a multi-hitting series of five fast punches from a single hand, that extends to a total of 22 consecutive punches if any initial hits connect. The final hit deals good vertical knockback and can KO at around 115%.
- Compared to Ultimate Uppercut, Flashing Mach Punch deals consistent damage (8-22% → 17.9%).
- Flashing Mach Punch does not leave the Mii Brawler helpless, and the first midair use causes them to stall.
- Flashing Mach Punch has KO potential anytime it lands and has the same power on the ground and in the air, whereas Ultimate Uppercut needs to be fully charged and grounded to have KO potential.
- Flashing Mach Punch offers invincibility for the duration of the move if it connects with an opponent, making it harder to interrupt than Ultimate Uppercut.
- Unlike Ultimate Uppercut, Flashing Mach Punch does not offer armor for a few frames before an uncharged punch, or super armor during a fully-charged punch.
- Flashing Mach Punch has punishable ending lag. It also cannot start the looping portion if it hits a shield.
- This neutral special move replaces Ultimate Uppercut. It is a multi-hitting series of five fast punches from a single hand, that extends to a total of 22 consecutive punches if any initial hits connect. The final hit deals good vertical knockback and can KO at around 115%.
- Suplex:
- This side special command grab replaces Headache Maker. The Mii Brawler will dash forward a short distance: if it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground.
- Suplex goes through shields since it is a grab.
- Suplex deals high damage for a command grab, and does more total damage than the strongest hit of Headache Maker (13% → 18%).
- Suplex covers slightly more horizontal distance than Headache Maker, though it still travels less than Onslaught.
- Suplex has very low knockback scaling, making it ineffective for KOing.
- Suplex causes helplessness if used in the air, and causes the Brawler to be KO'ed first if used as a Sacrificial KO.
- This side special command grab replaces Headache Maker. The Mii Brawler will dash forward a short distance: if it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground.
- Thrust Uppercut:
- This up special move replaces Piston Punch. Unlike the other new moves, it is similar in function to the attack it replaced. It consists of a multi-hitting uppercut, dealing six hits in total. The Mii Brawler switches their hands for the final hit.
- Thrust Uppercut travels higher with a bit of horizontal gain, making it better for recovering than Piston Punch. It can also be angled to travel further horizontally. These factors make Thrust uppercut a better recovery move and combo finisher than Piston Punch.
- Thrust Uppercut has less startup lag (frame 4 → 3).
- Thrust Uppercut deals more damage overall (3% (hit 1)/1% (hits 2-7)/10% (total) → 0.8% (hits 1-5)/9% (hit 6)/13.2% (total)).
- While the final hit of Thrust Uppercut deals much more damage than Piston Punch's final hit (2% → 9%), its knockback scaling was not fully compensated (180 → 71), hindering its KO potential (although this is partially compensated by Thrust Uppercut travelling higher).
- This up special move replaces Piston Punch. Unlike the other new moves, it is similar in function to the attack it replaced. It consists of a multi-hitting uppercut, dealing six hits in total. The Mii Brawler switches their hands for the final hit.
- Counter Throw:
- This down special counterattack replaces Foot Flurry. After being hit, the Mii Brawler will grab the opponent before throwing the victim on the ground behind them.
- Counter Throw removes a niche approach and aerial stalling option, but grants the Brawler a counterattack.
- Unlike other counterattacks, Counter Throw has a very short duration, but very low ending lag, allowing it to be used more flexibly.
- Counter Throw has the second highest damage multiplier of any counterattack by default (1.5×), tied with King K. Rool's Gut Check and surpassed by Joker's Tetrakarn.
- Counter Throw completely fails against projectiles and attacks that hit the Brawler's legs, while any sufficiently disjointed move will cause the retaliating grab to miss.
- This down special counterattack replaces Foot Flurry. After being hit, the Mii Brawler will grab the opponent before throwing the victim on the ground behind them.