Mii Brawler (SSBU)/Down aerial: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Mii Brawler's down aerial. {{competitive expertise}} ==Overview== ==Hitboxes== {{Ultimat...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MiiBrawlerDAirSSBU.gif|thumb| | [[File:MiiBrawlerDAirSSBU.gif|thumb|300px|Hitbox visualization showing Mii Brawler's down aerial.]] | ||
==Overview== | ==Overview== | ||
Mii Brawler swings both hands from over their head to under their torso. The move has 2 frames where it either meteors airborne opponents or launches grounded opponents of a high enough percentage and 1 frame which sends at the Sakurai Angle. Due to its high startup, mediocre endlag and extremely niche combo applications, down aerial is often reserved for offstage and ledgetrapping situations. The size of its hitbox allows down air to hit ledge-hanging opponents without Brawler needing to leave to the stage, and its late hit is immune to teching as long as Brawler faces towards the ledge while using it. Otherwise, the move can be used for reading an opponent's recovery or finishing an opponent whose recovery path is predictable and resources to return to stage are exhausted. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=13.0 | |damage={{ShortHopDmgSSBU|13.0}} | ||
|angle=270 | |angle=270 | ||
|bk=10 | |bk=10 | ||
Line 15: | Line 16: | ||
|r=5.5 | |r=5.5 | ||
|bn=top | |bn=top | ||
|ypos=-3.7 | |ypos=-3.7 | ||
|zpos=0.7 | |zpos=0.7 | ||
|ff=1.3 | |ff=1.3 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
Line 27: | Line 26: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=13.0 | |damage={{ShortHopDmgSSBU|13.0}} | ||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 34: | Line 33: | ||
|r=7.5 | |r=7.5 | ||
|bn=top | |bn=top | ||
|ypos=-3.7 | |ypos=-3.7 | ||
|zpos=0.7 | |zpos=0.7 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=12.0 | |damage={{ShortHopDmgSSBU|12.0}} | ||
|angle=361 | |angle=361 | ||
|bk=30 | |bk=30 | ||
Line 54: | Line 50: | ||
|r=7.5 | |r=7.5 | ||
|bn=top | |bn=top | ||
|ypos=-2.7 | |ypos=-2.7 | ||
|zpos=0.7 | |zpos=0.7 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 98: | Line 91: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |34 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=16}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} |
Latest revision as of 19:42, July 28, 2022
Overview[edit]
Mii Brawler swings both hands from over their head to under their torso. The move has 2 frames where it either meteors airborne opponents or launches grounded opponents of a high enough percentage and 1 frame which sends at the Sakurai Angle. Due to its high startup, mediocre endlag and extremely niche combo applications, down aerial is often reserved for offstage and ledgetrapping situations. The size of its hitbox allows down air to hit ledge-hanging opponents without Brawler needing to leave to the stage, and its late hit is immune to teching as long as Brawler faces towards the ledge while using it. Otherwise, the move can be used for reading an opponent's recovery or finishing an opponent whose recovery path is predictable and resources to return to stage are exhausted.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-4 |
---|---|
Clean hit | 16-17 |
Late hit | 18 |
Ending autocancel | 37- |
Interruptible | 50 |
Animation length | 59 |
Landing lag[edit]
Interruptible | 19 |
---|---|
Animation length | 34 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|