Super Smash Bros. Ultimate

Mii Brawler (SSBU)/Forward smash: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} {|class="wikitable" style="float:right; margin:4pt;" !colspan=5|Mii Brawler forward smash hitbox visualizations |- !↗ |[[File:MiiBrawlerFSmashUpSSBU.gif|380px]...)
 
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{{competitive expertise}}
==Overview==
==Overview==
Mii Brawler puts their entire body into a forward punch. Forward smash is one of Mii Brawler's most powerful moves, the uncharged version KOing as early as 60% on cornered opponents - as well as their slowest normal attack. In addition, forward smash can be used as a kill confirm out of a landing neutral air around 60% or landing up air (the latter requires the smash attack be angled upwards). It's also a viable tool for reading an opponent's option, though the minimal active frames of forward smash make it difficult to time. Overall, it is the best move to use on incapacitated opponents, such as those recovering from a shield break or moves with high endlag.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|18.0}}
|damage={{ChargedSmashDmgSSBU|18.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
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|bn=arml
|bn=arml
|xpos=4.5
|xpos=4.5
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
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|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|18.0}}
|damage={{ChargedSmashDmgSSBU|18.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
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|bn=arml
|bn=arml
|xpos=-0.2
|xpos=-0.2
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
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|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|18.0}}
|damage={{ChargedSmashDmgSSBU|18.0}}
|sd=0
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=102
|ks=102
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|bn=arml
|bn=arml
|xpos=-4.0
|xpos=-4.0
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L

Latest revision as of 21:33, March 24, 2022

Mii Brawler forward smash hitbox visualizations
MiiBrawlerFSmashUpSSBU.gif
MiiBrawlerFSmashSSBU.gif
MiiBrawlerFSmashDownSSBU.gif

Overview[edit]

Mii Brawler puts their entire body into a forward punch. Forward smash is one of Mii Brawler's most powerful moves, the uncharged version KOing as early as 60% on cornered opponents - as well as their slowest normal attack. In addition, forward smash can be used as a kill confirm out of a landing neutral air around 60% or landing up air (the latter requires the smash attack be angled upwards). It's also a viable tool for reading an opponent's option, though the minimal active frames of forward smash make it difficult to time. Overall, it is the best move to use on incapacitated opponents, such as those recovering from a shield break or moves with high endlag.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 18.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 4.0 arml 4.5 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 18.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 3.0 arml -0.2 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 18.0% 0 Sakurai angle Forward 35 102 0 HitboxTableIcon(False).png 2.5 arml -4.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 5-6
Hitboxes 17-18
Interruptible 68
Animation length 75
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible