Mii Brawler (SSBU): Difference between revisions

(Why did you add "the" in front of every move?? That is just grammatically incorrect... that's like if I called Elmo from Sesame Street "the Elmo" every time I mentioned him.)
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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=Feint Hook ({{ja|牽制フック|Kensei Fukku}}, ''Curb Hook'')<br>Feint Combo ({{ja|牽制コンボ|Kensei Konbo}}, ''Curb Combo'')<br>Hundred Rending Punch ({{ja|百裂パンチ|Hyakuretsu Panchi}})<br>Hundred Rending Finish ({{ja|百裂フィニッシュ|Hyakuretsu Finisshu}})
|neutral1dmg=1.8%
|neutral1dmg=1.8%
|neutral2dmg=1%
|neutral2dmg=1%
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|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=Side/Lateral Kick ({{ja|側面キック|Sokumen Kikku}})
|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=Jumping Uppercut ({{ja|跳躍アッパーカット|Chōyaku Appākatto}}, ''Bounding Uppercut'')
|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 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%.
|dtiltname=Ground Kick ({{ja|地表キック|Chihyō Kikku}})
|dtiltname=Ground Surface Kick ({{ja|地表キック|Chihyō Kikku}})
|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=Rush Kick ({{ja|駆け込みキック|Kakekomi Kikku}}, ''Rushing-In Kick'')
|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.
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|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 ({{ja|大回転キック|Dai Kaiten Kikku}}, ''Great Rotating 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.
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|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=Flying/Jumping Kick ({{ja|飛びキック|Tobi Kikku}})
|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=Flying Double Kick ({{ja|飛び二連キック|Tobi Niren Kikku}}, ''Jumping Two-Stage Kick'')
|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=Flying/Jumping Back Kick ({{ja|飛び後ろキック|Tobi Ushiro Kikku}})
|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 Kikku}})
|uairname=Flying/Jumping Up Kick ({{ja|飛び上キック|Tobi Ue Kikku}})
|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=Flying/Jumping Hammer Knuckle ({{ja|飛びハンマーナックル|Tobi Hanmā Nakkuru}})
|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 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.
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|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|pummeldesc=A headbutt. Average power and speed.
|fthrowname=Backhand Throw ({{ja|裏拳投げ|Riken Nage}})
|fthrowname=Backfist Throw ({{ja|裏拳投げ|Riken Nage}})
|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.
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|bthrowdmg=4% (kick), 5% (throw)
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdesc=Kicks the opponent behind himself.
|bthrowdesc=Kicks the opponent behind himself.
|uthrowname=Launching Palm Throw ({{ja|突き上げ掌底投げ|Tsukiage Tenohira Soko Nage}})
|uthrowname=Launching Palm Throw ({{ja|突き上げ掌底投げ|Tsukiage Shōtei Nage}}, ''Thrusting Lift Palm Heel/Sole Throw'')
|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=Karate Chop Throw ({{ja|空手チョップ投げ|Karate Choppu Nage}}, ''Empty-Hand Chop Throw'')
|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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