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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 | 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. | ||
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. | 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 | Overall, the Mii Brawler is widely considered a well-rounded, close-range fighter with tools to deal with any situation. Most Mii Brawler usage has been as a secondary from players such as {{Sm|Rizeasu}}; however, the Brawler has seen success as a solo-main, especially from {{Sm|KID}}. | ||
==Attributes== | ==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, his specials are determinant on the player's choice. Like the other two Mii Fighters, he | 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 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. | ||
Accompanying his varying specials, the Mii Brawler is a fairly nimble fighter with great combo potential. His walking and dashing | Accompanying his varying specials, the Mii Brawler is a fairly nimble fighter with great combo potential. His walking and dashing speeds are above average, and many of his normal attacks 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 the 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 down tilt 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 KO at low-mid percentages, and additionally be confirmed out of a landing neutral air at mid percentages. The initial hit of the 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. | ||
In addition to his normals, | In addition to his normals, all of Mii Brawler's throws except for back throw serve a purpose past positioning. Down throw is the 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 blast zones. Forward throw also serves as a kill throw, capable of KOing opponents at high yet reasonable percents near ledges, where they may be expecting another KO move like back aerial or up smash, adding to the Brawler's corner pressure. Lastly, while up throw does not KO 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 | 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 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. | ||
However, Mii Brawler does not come without his own flaws. In exchange for his decent mobility and speed, his middleweight status | However, Mii Brawler does not come without his own flaws. In exchange for his decent mobility and speed, his middleweight status does not 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. | ||
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 ( | 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 the 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. | ||
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. | 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 Brawler'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}}. | ||
==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 | 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 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''. | ||
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 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. | ||
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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 [[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 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. | ||
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 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. | ||
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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. | 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. | ||
{{SSB4 to SSBU changelist|char=Mii Brawler}} | {{SSB4 to SSBU changelist|char=Mii Brawler}} | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Feint Hook ({{ja|牽制フック|Kensei Fukku}}) | |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 | |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 | |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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|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=A headbutt. Average power and speed. | ||
|fthrowname= | |fthrowname=Backfist Throw ({{ja|裏拳投げ|Uraken 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 | |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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|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 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. It can be [[B-reverse]]d for slightly more distance. | ||
|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) | ||
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| shorthop=17 | rshorthop=29-30 | | shorthop=17 | rshorthop=29-30 | ||
| djump=35.5 | rdjump=29-31 | | djump=35.5 | rdjump=29-31 | ||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Mii Cheer English SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSBU.ogg|center]]||[[File:Mii Cheer Italian SSBU.ogg|center]]||[[File:Mii Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer French PAL SSBU.ogg|center]] | |[[File:Mii Cheer English SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]] | |[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg|center]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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''See also: [[:Category:Mii Brawler players (SSBU)]]'' | ''See also: [[:Category:Mii Brawler players (SSBU)]]'' | ||
*{{Sm|Ghost|Australia}} - One of the | *{{Sm|Ghost|Australia}} - One of the earliest notable Mii Brawler players in competitive play, having begun maining the character in late-2019. He was considered one of the best players in Australia when playing the Mii Brawler, notably winning {{Trn|Big Cheese 2}} and {{Trn|CouchWarriors Crossup 2}} in the early metagame. Following declining results with Mii Brawler, he dropped the character for {{SSBU|Steve}} in mid-2022. | ||
*{{Sm|KID|France}} - The best | *{{Sm|KID|France}} - The best Mii Brawler player in the post-pandemic metagame, and the first to consistently solo-main the Brawler at the highest level of competitive play. He has some of the best major performances from a Mii Brawler player, including placing 5th at {{Trn|King Con}} defeating {{Sm|Marss}} and {{Sm|MKBigBoss}}, which marks the Mii Brawler's best performance at a major; 9th at {{Trn|GSM}}; and 13th at {{Trn|King Of Fields 95 3}}. Outside of majors, he is known for defeating {{Sm|MkLeo}} at {{Trn|Sunrise 2023}}, placing 5th overall, and becoming the first solo-Mii Brawler player to rank globally, ranking 123rd on the [[LumiRank 2024.1]]. | ||
*{{Sm|LeeT|USA}} - The | *{{Sm|LeeT|USA}} - The first notable Mii Brawler player in competitive play, known for placing 17th at {{Trn|Smash 'N' Splash 5}}, which was the highest Mii Brawler placement at a major until KID's rise in 2023 and remains the best Mii Brawler placement at a supermajor. He has seldom competed since the early metagame. | ||
*{{Sm|Rizeasu|Japan}} - Known for using a variety of characters including Mii Brawler, and | *{{Sm|Rizeasu|Japan}} - Known for using a variety of characters including the Mii Brawler, and was the best Mii Brawler player during the [[COVID-19 pandemic]]. His win at {{Trn|Maesuma TOP 4}}, defeating {{Sm|Tea}} and {{Sm|Kuro}} along the way, is the largest tournament won by a Mii Brawler player. 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 with Mii Brawler alongside a slew of different characters, with 7th at {{Trn|Kagaribi 6}} as an example. | ||
===Tier placement and history=== | ===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 | Early metagame opinions on the 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 was unable to safely secure stocks. | ||
As time went on, Mii Brawler received several notable buffs to his movesets that gave | 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 Brawler saw success as a secondary or pocket character, especially from {{Sm|Rizeasu}}, who has won or come 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. | ||
==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 | Although the Mii Brawler does not 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. | ||
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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==[[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''. | The 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 the 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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==In Spirit Battles== | ==In Spirit Battles== | ||
''Conditions in italic | ''Conditions in italic are not listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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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) | |•{{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) | ||
|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)<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, Low Voice Type 9)<ref group="SB" name="DLC"/> | ||
|- | |- | ||
|1,479 | |1,479 | ||
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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 | Mii Brawler unlock notice SSBU.jpg|Mii Brawler's unlock notice when obtaining them in [[World of Light]]. | ||
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]]. | ||
SSBUWebsiteMiiFighter5.jpg|Striking {{SSBU|Kirby}} mid-[[Stone]] with his [[Head-On Assault]] on [[Skyworld]]. | SSBUWebsiteMiiFighter5.jpg|Striking {{SSBU|Kirby}} mid-[[Stone]] with his [[Head-On Assault]] on [[Skyworld]]. | ||
SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[ | SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shield]]ing on {{SSB4|Mario Circuit}}. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
* The Brawler is the only type of Mii Fighter to have a non-special move named in one of | *The Brawler is the only type of Mii Fighter to have a non-special move named in one of their tips; namely, his 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]]. | *Mii Brawler's pose in the panoramic artwork for ''Ultimate'' resembles his [[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 his outfits. | *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. | ||
*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. | *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. | ||
*The Mii Brawler from [[ | *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}} |
edits