Super Smash Bros. Ultimate

Mii Brawler (SSBU): Difference between revisions

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|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]<br>([[Unlockable character|Unlockable]] in [[World of Light]])
|availability = [[Character customization|Custom]]
|tier = B+
|ranking = 36
}}
}}
:{{cquote|An expert in physical combat, capable of delivering powerful blows.|cite=The Brawler's ''Ultimate'' description}}
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
The '''Mii Brawler''' ({{ja|Mii格闘タイプ|Mii Kakutō Taipu}}, ''Mii Hand-to-Hand Fighting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as playable characters on June 12th, 2018 along with the other {{SSBU|Mii Fighter}} types, [[Mii Swordfighter (SSBU)|Swordfighter]], and [[Mii Gunner (SSBU)|Gunner]]. Mii Brawler is classified as fighter #51.
The '''Mii Brawler''' ({{ja|Mii格闘タイプ|Mii Kakutō Taipu}}, ''Mii Hand-to-Hand Fighting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018 along with the other {{SSBU|Mii Fighter}} types, the [[Mii Swordfighter (SSBU)|Swordfighter]], and the [[Mii Gunner (SSBU)|Gunner]]. Mii Brawler is classified as [[Fighter number|Fighter #51]].


As with the other Mii Fighters, the Miis have 12 voice options, provided by Yuji Kishi, Takashi Ohara, Ryotaro Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shoji, Ayumi Fujimura, Makiko Ohmoto, Minami Takayama, and Kimiko Saito.
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 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.
 
Overall, Mii Brawler is widely considered a well-rounded, close-range fighter with tools to deal with any situation. Most Mii Brawler usage have been as a secondary from players such as {{Sm|Rizeasu}}, however Mii Brawler has seen success as a solo-main, especially from {{Sm|KID}}.
 
==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 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.
 
Accompanying his varying specials, the Mii Brawler is a fairly nimble fighter with great combo potential. His walking and dashing speed is above average and many of his normals 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 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 his down throw 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 kill at low-mid percentages, and additionally be confirmed out of a landing neutral air at mid percentages. The initial hit of 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, All of Mii Brawler's throws except for back throw serve a purpose past positioning. Down throw is 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 blastzones. Forward throw also serves as a kill throw, capable of killing opponents at high yet reasonable percents near ledge, where they may be expecting another kill move like back aerial or up smash, adding to Mii Brawler's corner pressure. Lastly, while up throw does not kill 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 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.
 
However, Mii Brawler does not come without his own flaws. In exchange for his decent mobility and speed, his middleweight status doesn't 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 (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 Mii 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. 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 character'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, especially in terms of custom moves. With height and weight now being fixed, the Mii Brawler now has set attributes: he is now a [[weight|lightweight]] [[fast faller]] with high mobility and effective close combat abilities, making his playstyle along the lines of other high-risk, combo-oriented "footsies" fighters like {{SSBU|Little Mac}} or {{SSBU|Squirtle}}.
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 [[weight|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, the Mii Brawler's standard moveset has not been altered significantly, apart from some ease-of-life changes like [[forward tilt]] losing its sourspot, and [[forward aerial]] connecting better. However, his [[special move]]s have been buffed in many ways: like the other Mii Fighters, many of the Brawler's special moves now have increased KO potential, giving him an abundance of powerful moveset choices and fixing one of his former weaknesses. Additionally, the Brawler's default special moves, previously notorious for their extremely situational use, have been given significantly more utility, allowing him to function just as effectively without altered special 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.


Finally, the Brawler is the only Mii Fighter to have has access to entirely new special moves: each directional input (neutral, side, up, down) has a single new addition that replaces one previous special move: [[Ultimate Uppercut]] was replaced by [[Flashing Mach Punch]], a powerful multi-hit move, [[Headache Maker]] was replaced by [[Suplex]], a damaging [[grab|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 low cooldown, short counter frames, and a retaliating hit in the form of a [[grab]]. Each give the Brawler a new option to handle 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.


However, the Mii Brawler has many newfound weaknesses. His fixed proportions are a double-edged sword, as he is now lighter than the lightest possible Mii Fighter in ''Smash 4'', and his [[falling speed]] is now the fourth highest in the game. This makes him easy to both combo and KO, a trait shared with fighters like {{SSBU|Fox}}. Additionally, some of the Brawler's best moves have been nerfed regardless, vastly reducing the KO power of his combo strings and preventing the Brawler from KOing as early as 85% through throw combos: his [[down throw]]'s higher knockback growth limits followups after mid percents, and his best followup options from down throw have much weaker KO potential, since [[Helicopter Kick]] and Thrust Uppercut have lowered knockback. As a result, the Brawler's KO setups have actually been reduced, since they now serve only to rack up damage instead of KOing.
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.


Changes to other special moves make the Brawler's [[recovery]] choices even less reliable than before: [[Burning Dropkick]]'s utility has significantly reduced due to its fixed lower distance, and [[Feint Jump]] now travels less distance. Finally, the Brawler's [[approach]] options have been reduced due to the removal of [[Ultimate Uppercut]] and [[Foot Flurry]], the former removing a [[super armor]] option in exchange for invincibility when [[Flashing Mach Punch]] connects, and the latter removing one of his only approaching attacks in exchange for a counterattack in [[Counter Throw]]. As a result, the Brawler's [[neutral game]] has not improved, due to his range and moveset still being very inconsistent for combos, KOs or approaching, and he retain his former weaknesses from ''Smash 4'', such as poor range, slightly below average frame data for a fighter of his playstyle, and passable recovery.
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.


Overall, the changes to the Mii Brawler's moveset allow more of his special moves to shine while granting them better utility, but at the cost of his strongest tools being streamlined. As a result, his actual buffs are a mixed bag in comparison to the extreme changes his special moves have gained, and he has to take advantage of his buffed special moves to counteract the nerfs to his potent down throw combos. Due to these factors, the Brawler's viability compared to the cast and, more significantly, the legality of custom moves in tournaments, are still yet to be seen.
Despite Soaring Axe Kick's vastly improved utility and distance, some of the Brawler's other recovery choices have been nerfed in distance, making the Brawler's recovery less reliable than before: Onslaught travels a reduced distance if performed in the air, [[Burning Dropkick]] now has a fixed distance and cannot be charged (which also reduces its utility) and [[Feint Jump]] travels at a more downward angle, which when combined with the Brawler's increased fall speed and gravity gives the move less distance. The changes to the Brawler's special moves have also removed two of the Brawler's approach options, as the loss of Ultimate Uppercut removes a [[super armor]] option in exchange for invincibility when Flashing Mach Punch connects, and the loss of [[Foot Flurry]] removes one of his only approaching attacks in exchange for a counterattack in Counter Throw (though due to the Brawler's improved mobility, the loss of these two moves is overall alleviated). Finally, some of the changes to gameplay mechanics adversely affect the Brawler as well. The removal of perfect pivoting removes a useful microspacing tactic, while the changes to air dodges, while improving the Brawler's juggling and edgeguarding ability, also makes him easier to edgeguard.


===Aesthetics===
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.
*{{change|Players can customize the Mii Brawler's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Mii Brawlers have had their body proportions adjusted.}}
*{{change|While still based off the "Guest C" Mii, the default Mii Brawler has an altered appearance. His hair is longer, and he now sports a stern expression instead of a neutral one as he did in [[Smash 4]].}}
*{{change|The default outfits for the Mii Brawler has significantly more detail, featuring a stylized shirt with extra rubber padding on his forearms and shins.}}


===Attributes===
{{SSB4 to SSBU changelist|char=Mii Brawler}}
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{change|As with all Mii Fighters, the Mii Brawler now has fixed proportions and attributes:}}
**{{change|The Mii Brawler now has a set weight of 94, down from 100 in ''Smash 4''. This makes his weight on par with {{SSBU|Ness}}, {{SSBU|Lucas}} and {{SSBU|Inkling}}, and makes him the lightest Mii Fighter.}}
**{{change|Mii Brawler has a significantly higher [[falling speed]] (1.7 → 1.92) and [[fast fall]] speed (2.72 → 3.072), going from the 12th fastest to the 4th fastest and categorizing them as a [[fast faller]]. This makes it easier for the Brawler to land, but much easier to combo.}}
**{{nerf|The Mii Brawler is now lighter than the smallest possible Mii Fighter in ''Smash 4''. With the inclusion of his extremely high falling speed, this hinders his survivability since he is still easy to combo.}}
**{{buff|Mii Brawler [[walk]]s much faster (1.15 → 1.26).}}
**{{buff|Mii Brawler [[dash]]es much faster (1.72 → 1.92).}}
**{{nerf|Mii Brawler has a slower [[air speed]] (1.2 → 1.15).}}


===Ground attacks===
==Update history==
*[[Neutral attack]]:
The Mii Brawler has been significantly buffed from game updates. Update 2.0.0 improved the Brawler's offense by improving his neutral infinite, increasing the damage of up aerial and some special moves, extending up smash's sweetspot duration, and granting neutral and back aerials less landing lag. The landing lag decreases now make back aerial safer on shield, while giving late neutral aerial more followups, some into KO moves. [[Flashing Mach Punch]]'s increased damage is more rewarding on hit, [[Exploding Side Kick]]'s reduced ending lag makes it harder to punish, Onslaught's increased speed makes it easier to connect, [[Soaring Axe Kick]] is safer, [[Feint Jump]]'s kick has more knockback, and [[Head-On Assault]] deals more shield damage, making it possible to break damaged shields with its landing hit and shockwave.
**{{buff|Neutral infinite connects significantly better due to the changes to neutral infinites dragging opponents to the ground.}}
**{{nerf|Apart from the final hit, neutral attack's hits deal less damage (hit 1: 3% → 1.7%, hit 2: 2% → 1%, looping hits: 1% → 0.5%).}}
*[[Forward tilt]]:
**{{buff|All angles of forward tilt no longer have a sourspot at the Mii Brawler's leg.}}
*[[Forward smash]]:
**{{change|Forward smash now leaves an [[electric|electrical]] trail on the Mii Brawler's fist, and the Mii Brawler no longer flexes during his ending animation; instead, he pumps his arms downwards.}}
**{{buff|Mii Brawler now steps forward when using forward smash, giving it more range.}}


===Aerial attacks===
Patch 3.1.0 gave a mixed bag of changes, with his neutral attack and Flashing Mach Punch connecting more consistently. The Brawler's notoriously high falling and fast falling speeds were also reverted back to his ''SSB4'' values, making him less susceptible to combos and juggles while also allowing forward aerial to autocancel out of a short hop. However, his [[airdodge]] and [[footstool]] animations were made laggier.
*{{buff|All aerials except back and down aerial have less [[landing lag]] (Neutral: 10 → 9, Forward: 14 → 12, Up: 14 → 11).}}
*[[Neutral aerial]]:
**{{nerf|Neutral aerial no longer [[autocancel]]s from a short hop.}}
*[[Forward aerial]]:
**{{change|Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.}}
**{{buff|Forward aerial deals more damage (hit 1: 4% → 5%, hit 2: 5% → 6%).}}
**{{buff|Forward aerial has less of a delay between each hit, making it connect better.}}
**{{nerf|Forward aerial's faster hits mean it is now more difficult to use the first hit to initiate combos by landing.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (10% → 12%).}}
*[[Down aerial]]:
**{{buff|Down aerial now autocancels from a full hop and double jump fast fall, instead of only at the peak of a full hop.}}


===Throws/other attacks===
Patch 4.0.0 significantly improved the utility of what was commonly considered his two worst custom moves: Flashing Mach Punch was once again buffed by decreasing its startup and has more invulnerability if it connects, while also increasing the final hit's knockback, while [[Thrust Uppercut]]'s final hit has more knockback, allowing it to actually KO at reasonable percents. However, the Brawler's infamously fast falling speed from earlier iterations has returned, resulting in the Brawler once again being easier to combo, forward aerial losing its ability to auto-cancel in a short hop, and the Mii Brawler's recovery being worse, but making him harder to juggle in return, as well make his airdodge and footstool animations less laggy.
*{{change|[[Pummel]] deals less damage (3.25% → 1.2%) but is much faster.}}
*{{buff|[[Forward throw]] KOs earlier, though it is still weak (190% → 160% at the edge of [[Final Destination]]).}}
*{{buff|[[Back throw]] deals more damage (hit 1: 2% → 4%).}}
*{{change|Back throw has a more fluid animation.}}
*{{buff|[[Up throw]] deals more damage (8% → 11%).}}
*{{nerf|[[Down throw]] has more knockback growth, making followups more difficult at mid percents. The reduced knockback of [[Helicopter Kick]] and the removal of [[Piston Punch]] also remove the Brawler's infamous down throw KO setups, now making them damage racking strings instead.}}


===Special Moves===
Patch 5.0.0 gave a nerf to Counter Throw, making the move no longer grab opponents who are invincible/intangible except for {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]], due to its peculiar properties against grabs, while patch 6.0.0 reduced the horizontal range of its counterattack grabbox.
[[Neutral special]]s:
*[[Shot Put]]:
**{{buff|Shot Put has less endlag.}}
**{{buff|Shot Put's bounces deal slightly more damage (first bounce: 11% → 11.2/11.4%, second bounce: 8 → 8.4%).}}
*[[Exploding Side Kick]]:
**{{change|Exploding Side Kick now causes [[Special Zoom]] when it lands.}}
**{{buff|Reversed Exploding Side Kick deals more damage (Sweetspot: 27% → 28%, Sourspot: 25% → 26%).}}
**{{buff|Aerial reversed Exploding Side Kick deals more damage (Sweetspot: 22.95% → 23.8%, Sourspot: 21.25% → 22.1%).}}
**{{buff|The kick can be reversed much later, just before the kick comes out. Coupled with the new dodge mechanics, this makes the move better for punishing a dodge.}}
[[Side special]]s:
*[[Onslaught]]:
**{{change|Onslaught has a different animation, with the Brawler also attacking the opponent with his fists, before finishing with a upward kick.}}
**{{buff|Grounded Onslaught's second to last hit is now a [[meteor smash]] that drags opponents to the ground. This allows the entire move to connect more consistently at higher percents.}}
**{{buff|Onslaught deals more total damage (10% → 16%) and deals much more knockback, now being capable of KOing at around 100%.}}
**{{nerf|Onslaught has a new mechanic: each time Onslaught is consecutively used, it will deal less damage. It takes time until Onslaught goes back to dealing its base damage. This prevents abuse of the move.}}
***{{change|A purple sparkle briefly appears on the Mii Brawler's shoes when Onslaught's power returns to normal.}}
**{{nerf|Onslaught's grounded meteor smash will cause opponents to drop out of the move if they are near an edge, and the meteor smash is unable to KO due to its fixed knockback.}}
*[[Burning Dropkick]]:
**{{nerf|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.}}
**{{buff|Burning Dropkick deals more damage compared to the previous uncharged version (10% → 13%).}}
**{{buff|Burning Dropkick's landing lag can be reduced by using it at the peak of a full hop.}}
[[Up special]]s:
*[[Soaring Axe Kick]]:
**{{buff|Soaring Axe Kick's animation has been sped up significantly.}}
**{{buff|Soaring Axe Kick's first hit is now highlighted by a large blue trail that significantly increases its range.}}
**{{buff|Soaring Axe Kick's descending hit is much stronger, now being a capable KO option. It also has more base knockback, making [[sacrificial KO]]s more effective, though it still KOs the Brawler first at 0%.}}
**{{buff|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''.}}
**{{buff|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 destruct]]s.}}
*[[Helicopter Kick]]:
**{{buff|[[Helicopter Kick]] travels significantly higher when used on the ground.}}
**{{nerf|Helicopter Kick has significantly lower knockback, making it less effective for KOing.}}
[[Down special]]s:
*[[Head-On Assault]]:
**{{change|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.}}
**{{change|The descending hit no longer [[bury|buries]] opponents. Instead, it deals diagonal knockback that can KO at 112%. This removes bury followups, but significantly improves its utility as an attack.}}
**{{change|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.}}
**{{nerf|The descending hits deal less overall damage if started on the ground (8% → 4%).}}
**{{buff|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.}}
*[[Feint Jump]]:
**{{change|Feint Jump's kick now surrounds itself in a blue aura instead of purple.}}
**{{change|The kick attack used during Feint Jump sends the Brawler flying at a more downward angle. While this reduces its recovery potential, it allows the Brawler to hit ground enemies more consistently.}}
**{{buff|When landing on an opponent during the descent of the flip, the Brawler will now automatically perform a [[meteor smash]]ing kick that deals 7%.}}
[[Omega Blitz]]:
*{{change|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.}}


=====New special moves:=====
Patch 7.0.0 now increased [[Suplex]]'s grab range, make it easier to grab opponents.
The Mii Brawler has received four new [[special move]]s, each replacing one former special move from each category.


*[[Flashing Mach Punch]]:
Patch 12.0.0 provided Mii Brawler with some substantial buffs to a few special moves. Flashing Mach Punch now has more range in front, Onslaught deals 4.5% more damage overall, and Head-On Assault deals more shield damage and knockback, now being capable of instantly breaking full shields if all three hits connect.
**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%.
 
***{{change|Flashing Mach Punch deals less total damage than a fully-charged grounded Ultimate Uppercut (22% → 15.8%), but more than an uncharged version (8% → 15.8%).}}
As a result, the Mii Brawler is significantly better than he was during ''Ultimate''{{'}}s release.
***{{buff|Flashing Mach Punch doesn't leave the Mii Brawler [[helpless]], and the first midair use causes him to stall.}}
 
***{{buff|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.}}
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
***{{buff|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.}}
{{UpdateList (SSBU)/2.0.0|char=Mii Brawler}}
***{{nerf|Flashing Mach Punch has punishable startup and ending lag. It also cannot start the looping portion if it hits a shield.}}
 
*[[Suplex]]:
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
**This side special [[grab|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.
{{UpdateList (SSBU)/3.0.0|char=Mii Brawler}}
***{{buff|Suplex goes through shields, due to it being a grab.}}
 
***{{buff|Suplex deals heavy damage for a grab, and does more total damage than the strongest hit of Headache Maker (13% → 18%).}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
***{{buff|Suplex covers slightly more horizontal distance than Headache Maker, though it still travels less than Onslaught.}}
{{UpdateList (SSBU)/3.1.0|char=Mii Brawler}}
***{{nerf|Suplex has very low knockback scaling, making it ineffective for KOing but effective for damage racking.}}
 
***{{nerf|If used in the air, Suplex causes helplessness. It can also be used as a sacrificial KO like Headache Maker, although this always KOs the Mii Brawler first.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*[[Thrust Uppercut]]:
{{UpdateList (SSBU)/4.0.0|char=Mii Brawler}}
**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 five hits in total. The Mii Brawler switches their hands for the final hit.
 
***{{buff|Thrust Uppercut travels upward with a slight diagonal trajectory, making it better for recovering than Piston Punch. It can also be angled to travel further horizontally. Coupled with its fast startup, it can easily act as a combo finisher out of an aerial.}}
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
***{{buff|Thrust Uppercut deals more damage than Piston Punch (10% → 13%).}}
{{UpdateList (SSBU)/5.0.0|char=Mii Brawler}}
***{{nerf|Thrust Uppercut is much worse for KOing, only doing so at ground level after 180%.}}
 
*[[Counter Throw]]:
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
**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 him.
{{UpdateList (SSBU)/6.0.0|char=Mii Brawler}}
***{{change|Counter Throw removes an approach and aerial stalling option, but grants the Brawler a counterattack.}}
 
***{{change|Unlike other counterattacks, Counter Throw has a very short duration, but very low ending lag, allowing it to be used more flexibly.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
***{{nerf|Counter Throw completely fails against [[projectile]]s and attacks that hit the Brawler's legs, while any sufficiently disjointed move will cause the retaliating grab to miss.}}
{{UpdateList (SSBU)/7.0.0|char=Mii Brawler}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Brawler}}
 
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Brawler}}


==Moveset==
==Moveset==
* Mii Brawler can [[wall jump]].
*Mii Brawler can [[wall jump]].
''For a gallery of Mii Brawler's hitboxes, see [[Mii Brawler (SSBU)/Hitboxes|here]].''


''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
Line 155: Line 107:
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|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}})
|neutral1dmg=1.7%
|neutral1dmg=1.8%
|neutral2dmg=1%
|neutral2dmg=1%
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutraldesc=Two quick punches, followed by a series of rapid punches, ending 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 since it gives the opponent time to react.
|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=&nbsp;
|ftiltname=Side 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. Can be angled, which deals more damage when angled up and less when angled down, and is the Brawler's longest ranged tilt. Unlike the version in ''Smash 4'', it no longer has a sourspot. As a result, it is 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=&nbsp;
|utiltname=Jumping Uppercut ({{ja|跳躍アッパーカット|Chōyaku Appākatto}})
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Punches with an uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at mid 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 mid percents, including back aerial. The move's hitbox can reach through the lower platforms of [[Battlefield]] and can hit prone opponents, but it cannot hit opponents behind him. 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=&nbsp;
|dtiltname=Ground 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 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=&nbsp;
|dashname=Rush Kick ({{ja|駆け込みキック|Kakekomi Kikku}})
|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.
|fsmashname=&nbsp;
|fsmashname=Great Crushing Punch ({{ja|大撃破パン|Dai Gekiha Panchi}})
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdesc=A strong straight punch. The move moves the Brawler forwards slightly. Although an electric trail appears at the Brawler's fist, it does not deal electric damage. It deals immense knockback and easily KOs at the 75% at the center of [[Final Destination]]. However, it has high startup overall (hits on frame 17 and ends on frame 67), and its hitbox only lasts for one frame.
|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
|usmashname=Cartwheel Kick ({{ja|大回転キック|Dai Kaiten Kikku}}, ''Great Spinning Kick'')
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdesc=A flip kick. It has high speed (frame 8), which makes it a good anti-air and grounded combo finisher at low percents, and it can KO at around 120%. However, only its front hit has KO potential, as the late hit 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.
|dsmashname=&nbsp;
|dsmashname=Great Front and Back Smash ({{ja|大前後スマッシュ|Dai Zengo Sumasshu}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Punches forwards and kicks backwards simultaneously. Very fast like up smash (frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage and knockback. 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=&nbsp;
|nairname=Flying 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 ''Smash 4''. Due to its startup (frame 3) and low landing lag (frame 8), it is a useful combo breaker, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. [[Autocancel]]s from a full hop.
|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=&nbsp;
|fairname=Flying Double Kick ({{ja|飛び二連キック|Tobi Niren Kikku}})
|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 can be used to initiate combos on grounded opponents, but as the kicks transition much faster than in ''Smash 4'', 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, which can cause it to whiff. Autocancels from a full hop.
|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=&nbsp;
|bairname=Flying 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. 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=&nbsp;
|uairname=Flying Up Kick ({{ja|飛び上キック|Tobi Jō Kikku}})
|uairdmg={{ShortHopDmgSSBU|8}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=Swipes his foot above his head in an arc. Autocancels from a short hop, 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 or any up special move at mid 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=&nbsp;
|dairname=Flying 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 themselves in a double axe handle. The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards. 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.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=The Brawler reaches in front of themselves.
|grabdesc=The Brawler reaches in front of himself.
|pummelname=&nbsp;
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.2%
|pummeldmg=1.3%
|pummeldesc=Headbutts the opponent.
|pummeldesc=A headbutt. Average power and speed.
|fthrowname=&nbsp;
|fthrowname=Backhand 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 as it KOs 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.
|bthrowname=&nbsp;
|bthrowname=Kick Throw ({{ja|キック投げ|Kikku Nage}})
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdesc=Kicks the opponent behind themselves.
|bthrowdesc=Kicks the opponent behind himself.
|uthrowname=&nbsp;
|uthrowname=Launching Palm Throw ({{ja|突き上げ掌底投げ|Tsukiage Tenohira Soko Nage}})
|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, though it has no true followup potential 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=&nbsp;
|dthrowname=Karate Chop Throw ({{ja|空手チョップ投げ|Karate Choppu Nage}})
|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, though it has been significantly nerfed from ''Smash 4'' due to it having higher knockback growth. As a result, it is still a reliable combo throw that can be extended into aerials, up special moves, or up aerial chains, though it has lost its potent KO setups at a wide percent range and quickly loses combo potential at high percents.
|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%.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 221: Line 173:
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Same as their frontal floor attack.
|floorbdesc=Same as front floor attack.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
Line 229: Line 181:
|edgedesc=A low backhanded karate chop.
|edgedesc=A low backhanded karate chop.
|nsdefname=Shot Put
|nsdefname=Shot Put
|nsdefdmg=15% (no bounce), 11.2% (first bounce), 8.2% (second bounce)
|nsdefdmg=15% (no bounce), 11.25% (first bounce), 8.4% (second bounce)
|nsdefdesc=A [[wikipedia:shot put|shot put]] is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, which deals lower damage; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool.
|nsdefdesc=A shot is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, dealing less damage with each bounce; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool. The move also has a surprisingly generous [[B-reverse]] window, allowing it to be used as a landing mixup.
|nsc1name=[[Flashing Mach Punch]]
|nsc1name=[[Flashing Mach Punch]]
|nsc1dmg=15.8% (if all hits connect)
|nsc1dmg=0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches, the maximum total being 22. The last hit deals good vertical knockback, KOing at around 115%. The move doesn't lose power if used in the air, and the first use will stall the Brawler's decent. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. However, the move has punishable startup and ending lag (starts on frame 15 and ends on frame 59 if missed). If the first hits are shielded or hits an opponents under the effects of [[armor]], it will not transition to the looping portion of the move.
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches before ending with an uppercut, with a maximum of 22 hits. The last hit deals good vertical knockback, KOing middleweights at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded or hit opponents under the effects of [[armor]], it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents. By inputting this move during Brawler's jumpsquat, it is possible to not stall during the first aerial usage, allowing Flashing Mach Punch to be used as an out of shield option and mix-up tool.
|nsc2name=[[Exploding Side Kick]]
|nsc2name=[[Exploding Side Kick]]
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.2% (aerial, foot), 22.1% (reversed aerial, leg), 23.8% (reversed aerial, foot)
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot)
|nsc2desc=Stands on one leg and charges his leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move. The Brawler gains armor just before the kick, even if started in midair, allowing it to function as a hard punish.
|nsc2desc=Stands on one leg and charges his other leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind (9-30), allowing the Brawler to turn around right before the kick itself. The Brawler gains [[super armor]] just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
|ssdefname=Onslaught
|ssdefname=Onslaught
|ssdefdmg=16% (highest base damage)<br/>9.8% (lowest base damage)
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8)
|ssdefdesc=Charges forward with their knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double-fisted axe handle swing) concluded by a backflip kick. If whiffed, there is noticeable endlag. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential, as it can KO grounded opponents as early as 110%. However, whenever the move is successful, each consecutive use of the move will cause its power to decrease. Onslaught will go back to full power after some time, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite in-game descriptions, accumulated damage doesn't affect the strength of the move, nor does it hasten the reset speed.
|ssdefdesc=Charges forward with his knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double axe handle) and conclude by a backflip kick. If whiffed, there is noticeable endlag, which also occurs if it is shielded or parried. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential (although the aerial variant is significantly worse at this), as it can KO grounded opponents as early as 95%. It deals weight-independent knockback, meaning KO potential is affected by fall speed rather than weight, notably shown by the fact that {{SSBU|Bowser}} dies earlier than {{SSBU|Fox}}, despite being much heavier. Onslaught's knockback also increases as the 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. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief purple flash on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
|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 chargable, so it deals set damage. 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 majority of its utility from ''Smash 4'', though it is still an effective approach move due to its quick startup, and can also KO at high percents.
|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.
|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)
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with their arms out in a grabbing motion. If it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground. The Brawler gains super armor while throwing an opponent. Any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage. If used in midair, the move causes helplessness; it can grab foes near an edge and drag them off as a [[Sacrificial KO]], though it will always KO the Brawler first. Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught.
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with his arms out in a grabbing motion. If it connects, the Brawler will jump into the air, lifting the opponent with him, and do a backward suplex, slamming the opponent headfirst into the ground. The Brawler gains 14% heavy armor when grabbing an opponent, and any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage and set up juggle situations. If used in midair, the move causes helplessness (although it has vastly reduced total frames); it can grab foes near an edge and drag them off as a [[sacrificial KO]], though it will always KO the Brawler first. In addition, Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught and halts the Brawler's momentum completely upon ending in midair.
|usdefname=Soaring Axe Kick
|usdefname=Soaring Axe Kick
|usdefdmg=4% (hits 1 and 3), 3% (hit 2)
|usdefdmg=4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave)
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick followed up by a meteor-smashing axe kick. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination.  
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick transition into an axe kick that meteor smashes aerial opponents. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it deals high, weight independent set knockback, allowing it to KO non-floaties before the Brawler (with the exception of [[Town and City]]). The move is also extremely disjointed, notably outranging Lucina's forward smash, making it an extremely useful out of shield option. It grants the most height out of all his up specials, making it the most effective recovery tool.
|usc1name=[[Helicopter Kick]]
|usc1name=[[Helicopter Kick]]
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw throw, its knockback has been heavily reduced from ''Smash 4'', making it unable to KO extremely early near the sides of the stage.
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal while holding back will make its knockback more vertical, allowing the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from ''Smash 4'', though it can still KO extremely early near the sides of the stage.
|usc2name=[[Thrust Uppercut]]
|usc2name=[[Thrust Uppercut]]
|usc2dmg=13%
|usc2dmg=0.8% (hits 1-5), 9% (hit 6)
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than the previous version ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. As a result, Thrust Uppercut's combos are more suited for damage racking, though it can KO near the top blast line at around 140%.
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. Similar to {{SSBU|Mario}}'s [[Super Jump Punch]]. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than its predecessor, ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. As of update 4.0.0, it boasts commendable kill power on platforms, often killing from a down throw below 50%.
|dsdefname=Head-On Assault
|dsdefname=Head-On Assault
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing)
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing), 16% (aerial hit, grounded opponents only)
|dsdefdesc=The Brawler leaps up, performing a backflip kick with both of their legs, and plummets downward with a corkscrewing headbutt. If performed in the air, the Brawler will just perform the headbutt. On the ground, the initial leap sends the opponent into the main headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit is very powerful and can KO consistently at 120%, though it is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguard.
|dsdefdesc=Leaps up with a backflip kick with both of his legs, before plummeting downward with a corkscrewing headbutt. On the ground, the initial leap sends the opponent into the main headbutt, while the aerial version has the Brawler simply perform the headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit has moderate strength, being able to KO below 130% with bad or no DI, although proper DI makes the move unable to KO below 140%. It is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguarding tool (although only when facing the ledge). The move does a very high amount of [[shield damage]], being able to break full shields, although opponents can simply roll out of the rising hit before the falling hit hits their shield.
|dsc1name=[[Feint Jump]]
|dsc1name=[[Feint Jump]]
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a divekick while surrounded by a blue aura. The startup offers brief [[intangibility]]. Similarly to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent midair during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup.
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a dive-kick while surrounded by a blue aura. The startup offers three frames of [[intangibility]], starting from frame 2. Similar to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent mid-air during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Also similarly to [[Flip Jump]], the Brawler will perform a wall jump when pressing up on the Control Stick or the Jump button while touching a wall, with the maximum number being 5 times.
|dsc2name=[[Counter Throw]]
|dsc2name=[[Counter Throw]]
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2desc=The Brawler enters a defensive stance, bringing his arms close to his face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind himself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit their legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|dsc2desc=The Brawler enters a defensive stance, bringing his arms close to his face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind himself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. It has a damage multiplier of 1.5×, tying it with [[Slip Counter]] and [[Gut Check]] for the second-highest damage multiplier out of any counterattack in Ultimate, surpassed only by [[Tetrakarn]]. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit his legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|fsname=Omega Blitz
|fsname=Omega Blitz
|fsdmg=56.4%
|fsdmg=56.4%
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch.
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch. Testing with spirits suggests around 55% of the damage dealt is from punches, including the final hit, and 45% is from kicks. Oddly, the starter kick is classified as a punch and gets bonuses from spirits affecting punches rather than kicks.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=94 | rweight=48-51
| dash=1.87 | rdash=52-57
| run=1.92 | rrun=26
| walk=1.26 | rwalk=18-20
| trac=0.12 | rtrac=19
| airfric=0.015 | rairfric=9-30
| air=1.15 | rair=27
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.058 | raddaccel=50
| gravity=0.169 | rgravity=3
| fall=1.92 | rfall=5
| ff=3.072 | rff=5
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35 | rjumpheight=22-24
| shorthop=17 | rshorthop=29-30
| djump=35.5 | rdjump=29-31
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mii Brawler English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
[[File:MiiBrawlerPokémonStadiumUltimate.jpg|thumb|Mii Brawler's on-screen appearance.]]
*Lands with an explosion, performs two fast alternating punches followed by a spin kick, and makes a pose similar to his side taunt.
*Lands with an explosion, does a flip kick, and makes a pose similar to his side taunt.
<gallery>
{{clr}}
BrawlerOnScreenAppearanceSSBU.gif|Mii Brawler's on-screen appearance
</gallery>
 
===[[Taunt]]s===
*'''Up taunt''': Does a backflip, then performs a crane pose upon landing.
*'''Side taunt''': Moves his fists in front of him in an "X" motion and assumes an altered crane pose, before punching downwards and swinging his open hand outward, performing a knife-hand block stance.
*'''Down taunt''': Forms a grounded stance, then punches twice towards the screen using alternating arms.
<gallery>
SSBUMiiBrawlerTaunt1.gif|Mii Brawler's up taunt.
SSBUMiiBrawlerTaunt2.gif|Mii Brawler's side taunt.
SSBUMiiBrawlerTaunt3.gif|Mii Brawler's down taunt.
</gallery>
 
===[[Idle pose]]s===
*Quickly performs four fighting stances.
*Unclenches his fists and hops on the spot, as if poised for battle.<gallery>
SSBUMiiBrawlerIdle1.gif|Mii Brawler's first idle pose.
SSBUMiiBrawlerIdle2.gif|Mii Brawler's second idle pose.
</gallery>
 
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! 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]]
|-
! scope="row"|Description
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! 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]]
|-
! scope="row"|Description
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!
|}
</div>
</div>
 
===[[Victory pose]]s===
*'''Left:''' Performs a straight punch, followed by a backhanded punch and a high kick combo, then poses with his leg outstretched.
*'''Up:''' Punches many times in quick succession toward the screen (similar to his neutral jab infinite), then poses with his arm outstretched.
*'''Right:''' Cartwheels into the foreground, does a roundhouse kick, and poses with the same leg outstretched.
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
<gallery>
MiiBrawlerVictory1SSBU.gif
MiiBrawlerVictory2SSBU.gif
MiiBrawlerVictory3SSBU.gif
</gallery>
 
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Mii Brawler players (SSBU)]]''


===Taunts===
*{{Sm|Ghost|Australia}} - One of the best Mii Brawler players before dropping the character for {{SSBU|Steve}}. He has been ranked the best player in South Australia with the character and has won two regionals with {{Trn|Big Cheese 2}} and {{Trn|CouchWarriors Crossup 2}}, beating {{Sm|Jdizzle}} and {{Sm|Extra}} at the latter.
[[File:BrawlerDownTauntSuzakuCastleUltimate.jpg|thumb|Mii Brawler's down taunt.]]
*{{Sm|KID|France}} - The best solo-Mii Brawler player in the world. His 5th place at {{Trn|King Con}}, where he defeated {{Sm|Marss}} and {{Sm|MKBigBoss}}, marks Mii Brawler's best performance at a major. He has also placed 5th at {{Trn|Sunrise 2023}} upsetting {{Sm|MkLeo}}.
*'''Up taunt''': Flips, then performs a crane pose.
*{{Sm|LeeT|USA}} - The best Mii Brawler player to solely use the character in the United States. He holds the highest supermajor placement of the character with 17th at {{Trn|Smash 'N' Splash 5}}. He has not regularly competed offline since early 2020.
*'''Side taunt''': Moves his fists in front of him in an "X" motion, before punching downwards and swinging an open hand towards his own face.
*{{Sm|Rizeasu|Japan}} - Known for using a variety of characters including Mii Brawler, and is the best Mii Brawler player of all-time. His win at {{Trn|Maesuma TOP 4}} marks the only time a Mii Brawler has won a superregional, defeating {{Sm|Tea}} and {{Sm|Kuro}} in his bracket. 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 alongside a slew of different characters with 7th at {{Trn|Kagaribi 6}} as an example.
*'''Down taunt''': Punches twice toward the screen.
{{clr}}


===Victory poses===
===Tier placement and history===
*Punches forwards, backfists diagonally downwards, and kicks upwards while facing the screen.
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 were unable to safely secure stocks.
*Performs his neutral infinite before ending with a final punch.
*Cartwheels twice, performs a jumping roundhouse kick, and ends with a side kick.


===Idle poses===
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 character saw success as a secondary or pocket character, especially from {{Sm|Rizeasu}}, who has won or came 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.
*Performs four quick fighting stances.
*Unclenches his fists and hops on the spot, as if prepared for a fight.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
Although the Mii Brawler does not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (Excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
[[File:WoL-51MiiBrawler.jpg|thumb|Finding Mii Brawler in World of Light|left]]
Although the Mii Brawler doesn't 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.


Mii Brawler was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. Mii Brawler can be fought in the Sacred Land sub-area after completing an optional time puzzle on the Triforce of Wisdom section to then join the other fighters.
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.


Defeating the Mii Brawler automatically adds the default Mii Brawler under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. Cannot be restored if deleted.
Defeating the Mii Brawler automatically adds the default Mii Brawler under the name "Mii" with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. This Mii cannot be restored if deleted.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|51
|[[File:Mii Brawler SSBU.png|center|64x164px]]
|Mii Brawler
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
|10,000
|{{SSBU|Final Destination}}
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]==
Mii Brawler's Fighter Spirit is available periodically for purchase in the shop for 500 Gold. 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 his artwork from ''Ultimate''.
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''.


<center>
<center>
<gallery>
<gallery>
Mii Brawler SSBU.png|1,090. '''Mii Brawler'''
SSBU spirit Mii Brawler.png|1,090. '''Mii Brawler'''
</gallery>
</gallery>
</center>
</center>
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|31
|{{SpiritTableName|Toad|link=y|size=64}}
|''Super Mario'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Super Mushroom Hat, Toad Outfit, Blue Outfit Color, High Voice Type 8)
|{{SpiritType|Grab}}
|3,600
|[[Princess Peach's Castle]]
|•Item: Mushrooms
|•The enemy favors side specials
|{{SSBUMusicLink|Super Mario Bros.|Plucky Pass Beginnings}}
|
|-
|43
|{{SpiritTableName|Shy Guy|link=y|size=64}}
|''Super Mario'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•Tail {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Hero's Spin|3]][[Reversal Slash|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
|{{SpiritType|Neutral}}
|1,500
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|•Item: Throwing Types
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|
|-
|205
|{{SpiritTableName|Skull Kid|link=y|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Skull Kid's Hat, Skull Kid's Outfit)<br>•Tiny {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|4,000
|[[Distant Planet]] (hazards off)
|•Assist Trophy Enemies (Skull Kid (Invisibility Effect))<br>•Hazard: Fog
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
| Skull Kid with Majora's Mask
|-
|570
|{{SpiritTableName|Flying Man|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×5 (50 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Flying Man Hat, Flying Man Outfit)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}} (100 HP)
|{{SpiritType|Attack}}
|9,100
|[[Magicant]] (hazards off)
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|{{SSBUMusicLink|EarthBound|Magicant}}
|
|-
|rowspan="2"|969
|{{SpiritTableName|Nia|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Xenoblade Chronicles'' Series
|rowspan="2"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (90 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Nia Wig, Nia Outfit, High Voice Type 2)<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}} (90 HP)
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|9,100
|rowspan="2"|[[Gaur Plain]] (hazards off)
|rowspan="2"|N/A
|rowspan="2"|•[[Stamina battle]]<br>•The enemy heals over time
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Xenoblade Chronicles|Gormott}}<ref group="SB" name="DLC"/>
|-
|1,041
|{{SpiritTableName|Cap'n Cuttlefish|size=64}}
|''Splatoon'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Helicopter Kick|2]][[Counter Throw|3]], Vince's Hat, Skull Kid's Outfit, Low Voice Type 12)
|{{SpiritType|Neutral}}
|3,300
|[[Mushroom Kingdom U]] (Rock-Candy Mines)
|•Item: [[Ray Gun]]
|•The enemy's ranged weapons have increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Splatoon|Calamari Inkantation}}
|
|-
|1,070
|{{SpiritTableName|The Creature & Flea Man|size=64}}
|''Castlevania'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Hockey Mask, Business Outfit, Low Voice Type 11)<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|4,500
|[[Dracula's Castle]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Out of Time}}
|The Creature
|-
|1,080
|{{SpiritTableName|Party Phil|size=64}}
|''Wii Party'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Top Hat, Standard Outfit)
|{{SpiritType|Shield}}
|8,800
|[[WarioWare, Inc.]] ([[Battlefield form]])
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|
|-
|1,083
|{{SpiritTableName|Gold Bone|size=64}}
|''StreetPass Mii Plaza'' Series
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Hockey Mask, Vampire Garb)
|{{SpiritType|Attack}}
|3,800
|[[Lylat Cruise]]
|•Hazard: Low Gravity<br>•Item: [[Super Scope]]
|•Gravity is reduced
|{{SSBUMusicLink|Other|Tunnel Scene - X}}
|
|-
|1,094
|{{SpiritTableName|Smash Ball|link=y|size=64}}
|''Super Smash Bros.'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt, Low Voice 9)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Flame Pillar|1]][[Lunar Launch|1]][[Absorbing Vortex|3]], SSB T-shirt, High Voice 2)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|3]][[Hero's Spin|3]][[Reversal Slash|2]], SSB T-shirt, Normal Voice 5)
|{{SpiritType|Grab}}
|9,600
|{{SSBU|Final Destination}} ([[Battlefield form]])
|•Sudden Final Smash<br>•Item: [[Food]]
|•Survive until the timer runs out (1:30)<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|Mii Brawler
|-
|1,260
|{{SpiritTableName|Nikki|link=y|size=64}}
|''Swapnote'' Series {{Flag|North America}}<br>''Nintendo Letter Box'' Series {{Flag|PAL}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
|{{SpiritType|Grab}}
|8,900
|[[PictoChat 2]] ([[Ω form]])
|•Assist Trophy Enemies (Nikki)
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Mii Plaza}}
|Nikki (Brawler)
|-
|1,287
|{{SpiritTableName|Spring Man|link=y|size=64}}
|''ARMS''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Thrust Uppercut|3]][[Counter Throw|3]], Spring Man Mask, Spring Man Outfit, Normal Voice Type 3)
|{{SpiritType|Neutral}}
|9,300
|[[Boxing Ring]]
|N/A
|•The enemy's punches and elbow strikes have increased power<br>•The enemy has increased jump power
|{{SSBUMusicLink|Other|Title Theme - Wii Sports Club}}
|
|-
|1,288
|{{SpiritTableName|Ribbon Girl|link=y|size=64}}
|''ARMS''
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Ribbon Girl Mask, Ribbon Girl Outfit, Normal Voice Type 4)
|{{SpiritType|Grab}}
|3,600
|[[Spring Stadium]] ([[Battlefield form]])
|N/A
|•The enemy has an extra midair jump
|{{SSBUMusicLink|ARMS|Ribbon Ring}}
|
|-
|rowspan="2"|1,291
|{{SpiritTableName|Ninjara|link=y|size=64|dlcalt=y}}
|rowspan="2"|''ARMS''
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|3,600
|rowspan="2"|[[Suzaku Castle]]
|rowspan="2"|•Item: [[Boomerang]]
|rowspan="2"|•The enemy has increased move speed
|rowspan="2"|{{SSBUMusicLink|ARMS|Ninja College}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Ninjara Wig, Ninjara Outfit, Normal Voice Type 5)<ref group="SB" name="DLC"/>
|-
|1,302
|{{SpiritTableName|Golden Dash Mushroom|size=64}}
|''Super Mario'' Series
|•Gold {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Super Mushroom Hat, Standard Outfit, No Voice)
|{{SpiritType|Attack}}
|10,000
|[[Figure-8 Circuit]] ([[Ω form]])
|•Attack Power ↑<br>•Uncontrollable Speed<br>•Item: Mario Kart
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy is very fast and can't stop quickly<br>•The enemy has increased attack power
|{{SSBUMusicLink|Mario Kart|Mario Circuit - Mario Kart 8}}
|
|-
|1,317
|{{SpiritTableName|Toy-Con Robot|size=64}}
|''Nintendo Labo'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Thrust Uppercut|3]][[Head-On Assault|1]], Toy-Con Visor, Toy-Con Outfit)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Head-On Assault|1]], Bionic Helmet, Mecha Suit)
|{{SpiritType|Attack}}
|10,000
|[[New Donk City Hall]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|{{SSBUMusicLink|Other|Marionation Gear}}
|Player (Toy-Con Outfit)
|-
|1,360
|{{SpiritTableName|Geese Howard|size=64}}
|''FATAL FURY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (200 HP) (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Helicopter Kick|2]][[Counter Throw|3]], Princess Zelda Wig, Business Suit, Black Outfit Color, Low Voice Type 9)
|{{SpiritType|Grab}}
|13,700
|[[Fourside]] ([[Ω form]])
|•Jump Power ↓
|•The enemy's throws have increased power<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|Soy Sauce for Geese - FATAL FURY SPECIAL}}
|Young Geese Howard
|-
|rowspan="2"|1,361
|{{SpiritTableName|Ryo Sakazaki|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Art of Fighting'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (160 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Isaac Wig, Orange Fighter Uniform, Low Voice Type 5)
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|9,500
|rowspan="2"|[[Suzaku Castle]] ([[Ω form]])
|rowspan="2"|•Jump Power ↓
|rowspan="2"|•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•All fighters have reduced jump power
|rowspan="2"|{{SSBUMusicLink|Fatal Fury|ART of FIGHT - Art of Fighting}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (160 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)<ref group="SB" name="DLC"/>
|-
|1,394
|{{SpiritTableName|Kunio|size=64}}
|''River City'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Toad Outfit)
|{{SpiritType|Attack}}
|9,500
|[[Moray Towers]]
|•Item Tidal Wave<br>•Item: Battering Types
|•The enemy favors neutral specials<br>•The enemy has increased attack power<br>•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Other|Mach Rider}}
|
|-
|rowspan="2"|1,431
|{{SpiritTableName|Creeper|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}×6
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|3,500
|rowspan="2"|[[Minecraft World]] (Birch Forest)
|rowspan="2"|•Item: [[Bomber]]
|rowspan="2"|•The enemy starts the battle with a Bomber<br>•Explosion attacks aren't as effective against the enemy<br>•Reinforcements will appear after an enemy is KO'd
|rowspan="2"|{{SSBUMusicLink|Minecraft|Toys on a Tear}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×6 (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,437
|{{SpiritTableName|Piglin|customname=[https://minecraft.wiki/w/Piglin Piglin]|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|•Gold [[Steve (SSBU)|Alex]] Team {{Head|Steve|g=SSBU|s=20px|cl=Alex}}×7 (×2 Tiny)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|4,000
|rowspan="2"|[[Reset Bomb Forest]] (Forest)
|rowspan="2"|N/A
|rowspan="2"|•Timed battle (2:00)<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Killing Edge]]
|rowspan="2"|{{SSBUMusicLink|Metal Gear|Cavern}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•Gold {{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×7 (×2 Tiny) (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Pig Mask, Pig Outfit)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,440
|{{SpiritTableName|Tifa|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Soaring Axe Kick|1]][[Feint Jump|2]]<!--Default version uses 1, alt uses 3-->, Black Protective Gear, High Voice Type 2)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|7,400
|rowspan="2"|[[Reset Bomb Forest]] ([[Ω form]])
|rowspan="2"|•Move Speed ↑<br>•Attack Power ↑
|rowspan="2"|•The enemy has increased attack power after a little while<br>•The enemy has increased move speed after a little while
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Let the Battles Begin!}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Tifa's Outfit, High Voice Type 2)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,450
|{{SpiritTableName|Chocobo & Moogle|size=64|customname=[[Chocobo]] & Moogle|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Isaac Wig, Yellow Tracksuit)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|1,600
|rowspan="2"|[[Garden of Hope]]
|rowspan="2"|•Item: [[Cucco]]
|rowspan="2"|•Take your strongest team into this no-frills battle<br>•''The enemy starts the battle with a Bob-omb''
|rowspan="2"|{{SSBUMusicLink|Yoshi|Flower Field}}
|rowspan="2"|Chocobo
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Chocobo Hat, Yellow Tracksuit)<ref group="SB" name="DLC"/><br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|-
|1,472
|{{SpiritTableName|Giga Cat Mario|size=64}}
|''Super Mario'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Feint Jump|2]], Cat Hat, Cat Suit)<br>•{{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|3,900
|[[Find Mii]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Great Tower Showdown 2}}
|{{s|mariowiki|Mario}}
|-
|rowspan="2"|1,476
|{{SpiritTableName|Heihachi Mishima|link=y|size=64|dlcalt=y}}
|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, Low Voice Type 9)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|13,700
|rowspan="2"|[[Mishima Dojo]]
|rowspan="2"|•Sudden Final Smash
|rowspan="2"|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•[[Stamina battle]]
|rowspan="2"|{{SSBUMusicLink|Tekken|Heihachi Mishima, the King of Iron Fist}}
|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, Low Voice Type 9)<ref group="SB" name="DLC"/>
|-
|1,479
|{{SpiritTableName|Kuma & Panda|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Bear Hat, Cat Suit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Attack}}
|1,900
|[[Gaur Plain]] ([[Battlefield form]])
|•Uncontrollable Speed
|•The enemy is very fast and can't stop quickly after a little while<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Yodeling in Meadow Hill}}
|Kuma
|-
|1,482
|{{SpiritTableName|Ling Xiaoyu|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (130 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Ashley Wig, Orange Fighter Uniform)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Shield}}
|3,800
|[[New Pork City]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Moonsiders 1st}}
|
|}
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|33
|{{SpiritTableName|Toadette|link=y|size=64}}
|''Captain Toad: Treasure Tracker'' Series
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Head-On Assault|1]], Toad Hat, Toad Outfit, High Voice, Type 7)
|{{SpiritType|Neutral}}
|2,600
|[[The Great Cave Offensive]] ([[Battlefield form]])
|N/A
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Plucky Pass Beginnings}}
|{{s|mariowiki|Captain Toad}}
|-
|1,079
|{{SpiritTableName|Sebastian Tute|size=64}}
|''Wii Music''
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Prince's Crown, Butler Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Saki Amamiya Wig, Steampunk Getup)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Feint Jump|2]], Isaac Wig, Toy-Con Outfit)
|{{SpiritType|Grab}}
|8,900
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls ([[Meloetta]])<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|Bob Tute
|-
|1,082
|{{SpiritTableName|Iris Archwell|size=64}} {{Flag|North America}}<br>Ella Mentree {{Flag|PAL}}
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Wild West Hat, Butler Outfit)
|{{SpiritType|Grab}}
|3,600
|[[Luigi's Mansion]]
|•Invisibility
|•All fighters are invisible after a little while
|{{SSBUMusicLink|Super Mario Bros.|On the Hunt -Gloomy Manor Ver.- (Instrumental)}}
|Mii
|-
|1,298
|{{SpiritTableName|Partner Pikachu|size=64}}
|''Pokémon'' Series
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Red}} (150 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt) (100 HP)
|{{SpiritType|Attack}}
|8,000
|[[Saffron City]]
|•Sudden Final Smash<br>•Item: [[Poké Ball]]
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•The enemy's electric attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}
|{{s|bulbapedia|Chase}}
|-
|1,321
|{{SpiritTableName|Peachette|iw=mariowiki|size=64}}
|''Super Mario'' Series
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Head-On Assault|1]], Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|10,000
|[[Mushroom Kingdom U]] (hazards off)
|•Easy to Launch<br>•Hazard: Low Gravity
|•All fighters are easy to launch<br>•Timed battle (1:00)<br>•Gravity is reduced
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{iw|mariowiki|Yellow Toad|New Super Mario Bros. series}}
|-
|rowspan="2"|1,441
|{{SpiritTableName|Barret|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Green Wild West outfit, Low Voice Type 3)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|3,500
|rowspan="2"|[[Midgar]] (hazards off)
|rowspan="2"|•Item: Exploding Types
|rowspan="2"|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•''The enemy starts the battle with a [[Bob-omb]]''
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Opening - Bombing Mission}}
|rowspan="2"|Biggs, Wedge, and Jessie
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Barret's Outfit, Low Voice Type 3)<ref group="SB" name="DLC"/><br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|-
|1,448
|{{SpiritTableName|The Turks & Rufus Shinra|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}}×2 (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Absorbing Vortex|3]], Business Suit - White)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Business Suit - White)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Business Suit - White)
|{{SpiritType|Grab}}
|7,700
|[[Fourside]] ([[Battlefield form]])
|•Item: Exploding Types
|•Reinforcements will appear after an enemy is KO'd<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Rude
|-
|1,516
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}}
|[sic]
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP)
|{{SpiritType|Attack}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|Mio
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>
==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
{{main|Alternate costume (SSBU)/Mii Fighter}}


==Gallery==
==Gallery==
<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 him 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 [[shielding]] on {{SSB4|Mario Circuit}}.
SSBUWebsiteMiiFighter6.jpg|Mii Brawler [[shielding]] on {{SSB4|Mario Circuit}}.
BrawlerOmegaBlitzSSBU.jpg|Using Omega Blitz against {{SSBU|King K. Rool}}.
MiiBrawlerKingDededeFinalDestinationUltimateBattleStart.jpg|Fighting against {{SSBU|King Dedede}} on {{SSBU|Final Destination}}.
MiiBrawlerAkiraYukiGamer.jpg|With [[Akira Yuki]] on [[Gamer]].
</gallery>
</gallery>
===Character Showcase Video===
 
===Fighter Showcase Video===
{{#widget:YouTube|id=qdSKO-mc2n8}}
{{#widget:YouTube|id=qdSKO-mc2n8}}


==Trivia==
* The Brawler is the only type of Mii Fighter to have a non-special move named in one of his 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.
*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.
*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 [[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}}
{{Smash universe}}
{{Smash universe}}
[[Category:Mii Fighter (SSBU)]]
 
[[Category:Mii Brawler (SSBU)]]
[[Category:Mii Fighter (SSBU)| ]]
[[Category:Mii Brawler (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Karateka Mii (SSBU)]]

Latest revision as of 10:48, August 31, 2024

This article is about Mii Brawler's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mii.
Mii Brawler
in Super Smash Bros. Ultimate
Mii Brawler SSBU.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
Other playable appearance in SSB4


Availability Custom
Final Smash Omega Blitz
Tier B+ (36)
Mii Brawler (SSBU)

The Mii Brawler (Mii格闘タイプ, Mii Hand-to-Hand Fighting Type) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018 along with the other Mii Fighter types, the Swordfighter, and the Gunner. Mii Brawler is classified as Fighter #51.

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 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 moves (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 Mario or 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 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 have been as a secondary from players such as Rizeasu, however Mii Brawler has seen success as a solo-main, especially from KID.

Attributes[edit]

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 Inkling, Ness, and 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.

Accompanying his varying specials, the Mii Brawler is a fairly nimble fighter with great combo potential. His walking and dashing speed is above average and many of his normals 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 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 his down throw 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 kill at low-mid percentages, and additionally be confirmed out of a landing neutral air at mid percentages. The initial hit of 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, All of Mii Brawler's throws except for back throw serve a purpose past positioning. Down throw is 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 blastzones. Forward throw also serves as a kill throw, capable of killing opponents at high yet reasonable percents near ledge, where they may be expecting another kill move like back aerial or up smash, adding to Mii Brawler's corner pressure. Lastly, while up throw does not kill 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 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 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 doesn't 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 (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 Mii 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. 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 character'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 Mario and Squirtle.

Changes from Super Smash Bros. 4[edit]

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 Little Mac or 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 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 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 dodges 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.

Despite Soaring Axe Kick's vastly improved utility and distance, some of the Brawler's other recovery choices have been nerfed in distance, making the Brawler's recovery less reliable than before: Onslaught travels a reduced distance if performed in the air, Burning Dropkick now has a fixed distance and cannot be charged (which also reduces its utility) and Feint Jump travels at a more downward angle, which when combined with the Brawler's increased fall speed and gravity gives the move less distance. The changes to the Brawler's special moves have also removed two of the Brawler's approach options, as the loss of Ultimate Uppercut removes a super armor option in exchange for invincibility when Flashing Mach Punch connects, and the loss of Foot Flurry removes one of his only approaching attacks in exchange for a counterattack in Counter Throw (though due to the Brawler's improved mobility, the loss of these two moves is overall alleviated). Finally, some of the changes to gameplay mechanics adversely affect the Brawler as well. The removal of perfect pivoting removes a useful microspacing tactic, while the changes to air dodges, while improving the Brawler's juggling and edgeguarding ability, also makes him easier to edgeguard.

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.

Aesthetics[edit]

  • Change 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.
  • Change Players can customize the Mii Brawler's voice clips from 12 different voices, with 3 different pitches.
  • Change 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.
  • Change 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.
  • Change 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[edit]

  • Buff Like all characters, the Mii Brawler's jumpsquat animation takes three frames to complete (down from 5).
  • Change As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:
    • Buff Mii Brawler walks faster (1.15 → 1.26).
    • Buff Mii Brawler dashes faster (1.72 → 1.92).
      • Buff Mii Brawler's initial dash is much faster (1.6 → 1.97).
    • Buff Mii Brawler's traction is significantly higher (0.045 → 0.12).
    • Nerf Mii Brawler has a slower air speed (1.2 → 1.15).
    • Change Mii Brawler falls much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.
    • Change 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.
    • Nerf 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.
  • Change 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).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with reduced intangibility (frames 4-16 → 5-16) and increased ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Nerf Spot dodge has more startup with reduced intangibility (frames 2-17 → 3-17).
  • Buff Air dodge has increased intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 45).

Ground attacks[edit]

  • Neutral attack:
    • Nerf 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%).
    • Nerf 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.
    • Change The second hit has altered hitbox sizes (4.0u/2.8u/2.8u → 3.0/3.5/3.5).
    • Change The first two hits have increased hitlag (1.0x → 1.8x hit 1/1.2x hit 2).
    • Buff 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.
    • Change 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.
    • Change 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.
    • Buff 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.
    • Change 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:
    • Buff All angles no longer have a sourspot on the Mii Brawler's leg that deals less damage.
    • Change 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:
    • Buff Both the clean and late hits have a new hitbox on the Brawler's leg. This makes the attack more likely to connect.
    • Nerf The late hit's farthest hitbox has slightly reduced size (3.5u → 3.2), reducing the attack's range.
  • Forward smash:
    • Change 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.
    • Buff The Mii Brawler now steps further forward when using their forward smash, giving it slightly more range.
    • Buff The move lasts for one more frame (frame 17 → 17-18).
    • Buff The move deals more knockback (30 base/100 scaling → 35/102), improving its already great KO power.
  • Up smash:
    • Buff The clean hit deals more knockback (32 base/93 scaling → 33/96).
  • Down smash:
    • Buff 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[edit]

  • Buff All aerials except down aerial have less landing lag (Neutral: 10 → 6, Forward/Back: 14 → 11, Up: 14 → 10).
  • Neutral aerial:
    • Buff 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.
    • Nerf 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:
    • Change Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.
    • Buff Both hits deal more damage (hit 1: 4% → 5%, hit 2: 5% → 6%).
    • Buff The second hit has faster startup (frame 18 → 15), allowing both hits to connect better while rising.
      • Nerf However, this means the first hit is now more difficult to use the first hit to initiate combos by landing.
    • Nerf 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.
    • Buff One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).
      • Nerf 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.
    • Buff 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:
    • Buff The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.
    • Nerf 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:
    • Buff The move deals more damage (8% → 9%). This makes it safer on hit, improving its combo ability.
  • Down aerial:
    • Buff 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[edit]

  • Change Pummel deals less damage (3.25% → 1.3%) but is much faster.
  • Forward throw:
    • Buff It launches at a lower angle (45˚ → 42˚), improving its ability to set up edgeguards and slightly improving its KO potential.
  • Back throw:
  • Buff The first hit deals more damage (2% → 4%).
  • Change The move has a more fluid animation.
  • Up throw:
    • Buff It deals more damage (8% → 11%), although it is still incapable of KOing until Sudden Death percentages.
  • Down throw:
    • Nerf 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[edit]

Neutral specials[edit]

  • Shot Put:
    • Buff The move has less ending lag after throwing the ball (FAF: 80 → 68).
    • Buff The iron ball's clean hit sends at a lower angle (67˚ → 47˚), improving its utility at keeping opponents away and its edgeguarding ability.
    • Buff The iron ball deals slightly more damage as it bounces (first bounce: 11% → 11.25%, second bounce: 8% → 8.4%).
    • Change The iron ball appears to be smaller. However, its hitbox remains the same.
  • Exploding Side Kick:
    • Change The move now causes Special Zoom when it lands.
    • Buff A reversed Exploding Side Kick deals more damage (27%/25% → 28%/26%).
    • Change The aerial Exploding Side Kick's sourspot deals very slightly less damage (19.55% → 19.549999%), though this is unnoticeable in gameplay.
    • Buff An aerial reversed Exploding Side Kick deals more damage (22.95%/21.25% → 23.799999%/22.1%).
    • Buff 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.
    • Buff Both reversed versions have faster startup (frame 58 → 52).
    • Buff 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.
    • Buff 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[edit]

  • Onslaught:
    • Change 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.
    • Buff 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.
    • Buff 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.
      • Change 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.
    • Buff 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).
    • Nerf Both versions' final hit deals reduced knockback (80 base/175 scaling → 58/144). This makes the normal (stale) version KO slightly later.
    • Nerf 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:
    • Nerf 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.
    • Buff Burning Dropkick deals more damage compared to the previous uncharged version (10% → 13%).
    • Buff Burning Dropkick's landing lag can be reduced by using it at the peak of a full hop.

Up specials[edit]

  • Soaring Axe Kick:
    • Buff Soaring Axe Kick's has faster startup (frame 16 → 10).
    • Buff Soaring Axe Kick's first hit is now highlighted by a large blue trail that significantly increases its range.
    • Buff 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%.
    • Buff 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.
    • Buff 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:
    • Change 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.
    • Buff Helicopter Kick travels significantly higher when used on the ground.
    • Nerf 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[edit]

  • Head-On Assault:
    • Change 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.
    • Change 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.
    • Change 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.
    • Nerf The descending hits deal less overall damage if started on the ground (8% → 4%).
    • Buff 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.
    • Buff 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:
    • Change Feint Jump's kick now surrounds itself in a blue aura instead of purple.
    • Change The kick attack used during Feint Jump sends the Brawler flying at a more downward angle.
      • Nerf Because of this, its recovery potential has been worsened.
      • Change Mii Brawler can hit closer grounded opponents more easily but also can have a harder time hitting opponents from a far distance.
      • Nerf Feint Jump’s momentum is stopped completely when landing with the kick, removing its notorious ledge-cancel and resulting in high landing lag.
    • Buff The Kick can be initiated much earlier and later, now adding more mixups.
    • Buff 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[edit]

  • Change 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.
  • Buff Because of the change of the initial attack, the activation hitbox has extended range.
  • Buff Omega Blitz deals more total damage (42% → 47%).
  • Nerf 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[edit]

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%.
      • Change Compared to Ultimate Uppercut, Flashing Mach Punch deals consistent damage (8-22% → 17.9%).
      • Buff Flashing Mach Punch does not leave the Mii Brawler helpless, and the first midair use causes them to stall.
      • Buff 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.
      • Buff 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.
      • Nerf 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.
      • Nerf Flashing Mach Punch has punishable ending lag. It also cannot start the looping portion if it hits a shield.
  • 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.
      • Buff Suplex goes through shields since it is a grab.
      • Buff Suplex deals high damage for a command grab, and does more total damage than the strongest hit of Headache Maker (13% → 18%).
      • Buff Suplex covers slightly more horizontal distance than Headache Maker, though it still travels less than Onslaught.
      • Nerf Suplex has very low knockback scaling, making it ineffective for KOing.
      • Nerf Suplex causes helplessness if used in the air, and causes the Brawler to be KO'ed first if used as a Sacrificial KO.
  • 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.
      • Buff 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.
      • Buff Thrust Uppercut has less startup lag (frame 4 → 3).
      • Buff 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)).
      • Nerf 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).
  • 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.
      • Change Counter Throw removes a niche approach and aerial stalling option, but grants the Brawler a counterattack.
      • Change Unlike other counterattacks, Counter Throw has a very short duration, but very low ending lag, allowing it to be used more flexibly.
      • Buff 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.
      • Nerf 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.

Update history[edit]

The Mii Brawler has been significantly buffed from game updates. Update 2.0.0 improved the Brawler's offense by improving his neutral infinite, increasing the damage of up aerial and some special moves, extending up smash's sweetspot duration, and granting neutral and back aerials less landing lag. The landing lag decreases now make back aerial safer on shield, while giving late neutral aerial more followups, some into KO moves. Flashing Mach Punch's increased damage is more rewarding on hit, Exploding Side Kick's reduced ending lag makes it harder to punish, Onslaught's increased speed makes it easier to connect, Soaring Axe Kick is safer, Feint Jump's kick has more knockback, and Head-On Assault deals more shield damage, making it possible to break damaged shields with its landing hit and shockwave.

Patch 3.1.0 gave a mixed bag of changes, with his neutral attack and Flashing Mach Punch connecting more consistently. The Brawler's notoriously high falling and fast falling speeds were also reverted back to his SSB4 values, making him less susceptible to combos and juggles while also allowing forward aerial to autocancel out of a short hop. However, his airdodge and footstool animations were made laggier.

Patch 4.0.0 significantly improved the utility of what was commonly considered his two worst custom moves: Flashing Mach Punch was once again buffed by decreasing its startup and has more invulnerability if it connects, while also increasing the final hit's knockback, while Thrust Uppercut's final hit has more knockback, allowing it to actually KO at reasonable percents. However, the Brawler's infamously fast falling speed from earlier iterations has returned, resulting in the Brawler once again being easier to combo, forward aerial losing its ability to auto-cancel in a short hop, and the Mii Brawler's recovery being worse, but making him harder to juggle in return, as well make his airdodge and footstool animations less laggy.

Patch 5.0.0 gave a nerf to Counter Throw, making the move no longer grab opponents who are invincible/intangible except for Banjo & Kazooie's Wonderwing, due to its peculiar properties against grabs, while patch 6.0.0 reduced the horizontal range of its counterattack grabbox.

Patch 7.0.0 now increased Suplex's grab range, make it easier to grab opponents.

Patch 12.0.0 provided Mii Brawler with some substantial buffs to a few special moves. Flashing Mach Punch now has more range in front, Onslaught deals 4.5% more damage overall, and Head-On Assault deals more shield damage and knockback, now being capable of instantly breaking full shields if all three hits connect.

As a result, the Mii Brawler is significantly better than he was during Ultimate's release.

Super Smash Bros. Ultimate 2.0.0

  • Buff Neutral infinite has increased range (3.5u → 4u) and is harder to SDI.
  • Buff Up smash's sweetspot has a longer duration, with its sourspot having a shorter duration (frames 8-11/12-14 → 8-12/13-14).
  • Buff Neutral aerial has less landing lag (8 frames → 6).
  • Buff Back aerial has less landing lag (14 frames → 11).
  • Buff Up aerial deals more damage (8% → 9%), with knockback not compensated.
  • Buff Flashing Mach Punch deals more damage (15.8% total → 17.9% total).
  • Buff Exploding Side Kick has less ending lag (FAF 90/92 (normal/reversed) → 80/82).
  • Buff Onslaught travels farther and faster (Horizontal speed multiplier (0.7× → 0.75×).
  • Buff Soaring Axe Kick can grab onto ledges more easily.
  • Buff Head-On Assault deals more shield damage.
  • Buff Feint Jump's kick deals more knockback (35 base/100 scaling → 65/90).

Super Smash Bros. Ultimate 3.0.0

  • Bug fix The glitch involving Lucina that allowed Suplex to lose 2 stocks during a Sacrificial KO in 1v1 matches has been fixed.
    • Bug fix Additionally, it no longer causes Bayonetta to become stuck after Sacrificial KO.
    • Bug fix Shadow glitch from Bowser Jr. was fixed.

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 2 connects into neutral infinite more reliably.
  • Buff Neutral infinite has more range.
  • Buff Flashing Mach Punch's hits connects more reliably.
  • Change Falling speed and fast falling speed reverted back to their SSB4 values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).
    • Buff Because of this, forward aerial can now auto-cancel in a short hop.
    • Buff The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes and semi-spikes.
    • Change Mii Brawler is harder to combo, but at the cost of easier to juggle.
    • Nerf Mii Brawler can act later after being footstooled in the air (FAF 31 → 35).
    • Nerf Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).
  • Bug fix Counter Throw collision with Alolan Whip no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.

Super Smash Bros. Ultimate 4.0.0

  • Change The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall)).
  • Buff Flashing Mach Punch has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).
  • Buff Flashing Mach Punch has more invulnerability if it connects (frames 15-37 & 60-73 → 10-69).
  • Buff Flashing Mach Punch's final hit has more knockback scaling (103 → 109).
  • Buff Thrust Uppercut's final hit has more knockback scaling (58 → 71).

Super Smash Bros. Ultimate 5.0.0

Super Smash Bros. Ultimate 6.0.0

  • Nerf Counter Throw's grabbox is much less extended horizontally (Z offset: 9u-1u → 9u-7.5u), no longer grabbing opponents behind Mii Brawler.

Super Smash Bros. Ultimate 7.0.0

  • Buff Suplex's grab range has been increased.

Super Smash Bros. Ultimate 11.0.0

  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Super Smash Bros. Ultimate 12.0.0

  • Buff The first, second, and fifth hits of Flashing Mach Punch have more range.
  • Buff Onslaught deals more damage (1.5% → 2% (hits 2-6), 5% → 7% (hit 7); 16% total → 20.5%), with knockback scaling partially compensated (170 → 144).
  • Buff Head-On Assault's falling hit against grounded opponents deals more shield damage (0 → 5), and has more knockback scaling (48 → 51). The landing hit also has a new hitbox against aerial opponents, which is larger (4u → 4.5u) and deals more knockback (120 base/48 scaling → 122/56).

Moveset[edit]

For a gallery of Mii Brawler's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Feint Hook (牽制フック) / Feint Combo (牽制コンボ) / Hundred Rending Punch (百裂パンチ) / Hundred Rending Finish (百裂フィニッシュ) 1.8% 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.
1%
0.5% (loop), 2% (final hit)
Forward tilt Side Kick (側面キック) 8.5% 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.
8%
8.3%
Up tilt Jumping Uppercut (跳躍アッパーカット) 6% 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%.
Down tilt Ground Kick (地表キック) 8% 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.
Dash attack Rush Kick (駆け込みキック) 11% (clean), 6% (late) A flying kick. A risky but useful approach option.
Forward smash Great Crushing Punch (大撃破パン) 18% 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.
Up smash Cartwheel Kick (大回転キック, Great Spinning Kick) 14% (clean), 10% (late) 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.
Down smash Great Front and Back Smash (大前後スマッシュ) 13% 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.
Neutral aerial Flying Kick (飛びキック) 10% (clean), 5% (late) A sex kick, similar to Mario's neutral aerial. Its extremely high ending lag has been reduced from SSB4, and the move can 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.
Forward aerial Flying Double Kick (飛び二連キック) 5% (hit 1), 6% (hit 2) 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.
Back aerial Flying Back Kick (飛び後ろキック) 12% 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.
Up aerial Flying Up Kick (飛び上キック) 9% 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 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.
Down aerial Flying Hammer Knuckle (飛びハンマーナックル) 13% (clean), 12% (late) 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.
Grab Grab (つかみ) The Brawler reaches in front of himself.
Pummel Grab Headbutt (つかみヘッドバット) 1.3% A headbutt. Average power and speed.
Forward throw Backhand Throw (裏拳投げ) 9% 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.
Back throw Kick Throw (キック投げ) 4% (kick), 5% (throw) Kicks the opponent behind himself.
Up throw Launching Palm Throw (突き上げ掌底投げ) 11% 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.
Down throw Karate Chop Throw (空手チョップ投げ) 2% (chop), 4% (throw) 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%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up while kicking both sides.
Floor attack (back)
Floor getups (back)
  7% Same as front floor attack.
Floor attack (trip)
Floor getups (trip)
  5% Gets up while kicking both sides.
Edge attack
Edge getups
  9% A low backhanded karate chop.
Neutral special Default Shot Put 15% (no bounce), 11.25% (first bounce), 8.4% (second bounce) A shot is thrown into the air as an arcing projectile. Bounces twice upon landing, dealing less damage with each bounce; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful edgeguarding tool. The move also has a surprisingly generous B-reverse window, allowing it to be used as a landing mixup.
Custom 1 Flashing Mach Punch 0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches before ending with an uppercut, with a maximum of 22 hits. The last hit deals good vertical knockback, KOing middleweights at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded or hit opponents under the effects of armor, it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents. By inputting this move during Brawler's jumpsquat, it is possible to not stall during the first aerial usage, allowing Flashing Mach Punch to be used as an out of shield option and mix-up tool.
Custom 2 Exploding Side Kick 23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot) Stands on one leg and charges his other leg in flame, before unleashing a powerful burning kick. Functions like Falcon Punch. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind (9-30), allowing the Brawler to turn around right before the kick itself. The Brawler gains super armor just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
Side special Default Onslaught 2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8) Charges forward with his knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double axe handle) and conclude by a backflip kick. If whiffed, there is noticeable endlag, which also occurs if it is shielded or parried. In the air, even after attacking, Onslaught leaves the Brawler helpless. It has excellent KO potential (although the aerial variant is significantly worse at this), as it can KO grounded opponents as early as 95%. It deals weight-independent knockback, meaning KO potential is affected by fall speed rather than weight, notably shown by the fact that Bowser dies earlier than Fox, despite being much heavier. Onslaught's knockback also increases as the 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. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief purple flash on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
Custom 1 Burning Dropkick 13% 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.
Custom 2 Suplex 18%, 3% (collateral grab), 4.5% (collateral descent), 15% (collateral slam) A command grab in which the Brawler dashes forward a short distance with his arms out in a grabbing motion. If it connects, the Brawler will jump into the air, lifting the opponent with him, and do a backward suplex, slamming the opponent headfirst into the ground. The Brawler gains 14% heavy armor when grabbing an opponent, and any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage and set up juggle situations. If used in midair, the move causes helplessness (although it has vastly reduced total frames); it can grab foes near an edge and drag them off as a sacrificial KO, though it will always KO the Brawler first. In addition, Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught and halts the Brawler's momentum completely upon ending in midair.
Up special Default Soaring Axe Kick 4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave) Performs an upward flip kick. Similar to Cloud's Climhazzard, a second press of the special move button will have the flip kick transition into an axe kick that meteor smashes aerial opponents. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it deals high, weight independent set knockback, allowing it to KO non-floaties before the Brawler (with the exception of Town and City). The move is also extremely disjointed, notably outranging Lucina's forward smash, making it an extremely useful out of shield option. It grants the most height out of all his up specials, making it the most effective recovery tool.
Custom 1 Helicopter Kick 3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6) Performs a flurry of spinning kicks while traveling diagonally upward, similar to Fox's forward aerial. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal while holding back will make its knockback more vertical, allowing the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from Smash 4, though it can still KO extremely early near the sides of the stage.
Custom 2 Thrust Uppercut 0.8% (hits 1-5), 9% (hit 6) The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. Similar to Mario's Super Jump Punch. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than its predecessor, (Piston Punch), which was capable of KOing out of a down throw from 65%. As of update 4.0.0, it boasts commendable kill power on platforms, often killing from a down throw below 50%.
Down special Default Head-On Assault 6% (flip kick), 1% (multi-hits), 14% (landing), 16% (aerial hit, grounded opponents only) Leaps up with a backflip kick with both of his legs, before plummeting downward with a corkscrewing headbutt. On the ground, the initial leap sends the opponent into the main headbutt, while the aerial version has the Brawler simply perform the headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit has moderate strength, being able to KO below 130% with bad or no DI, although proper DI makes the move unable to KO below 140%. It is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguarding tool (although only when facing the ledge). The move does a very high amount of shield damage, being able to break full shields, although opponents can simply roll out of the rising hit before the falling hit hits their shield.
Custom 1 Feint Jump 10% (diving kick), 7% (meteor smashing kick) Flips off the ground and, when the special button is pressed again, performs a dive-kick while surrounded by a blue aura. The startup offers three frames of intangibility, starting from frame 2. Similar to Zero Suit Samus's Flip Jump, by landing on an opponent mid-air during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of Ryu's down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Also similarly to Flip Jump, the Brawler will perform a wall jump when pressing up on the Control Stick or the Jump button while touching a wall, with the maximum number being 5 times.
Custom 2 Counter Throw 1.5× (minimum 14%), 9% (collateral hit) The Brawler enters a defensive stance, bringing his arms close to his face. Upon being hit, the Brawler will counterattack by grabbing the opponent and slamming them on the ground behind himself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. It has a damage multiplier of 1.5×, tying it with Slip Counter and Gut Check for the second-highest damage multiplier out of any counterattack in Ultimate, surpassed only by Tetrakarn. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit his legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
Final Smash Omega Blitz 56.4% Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch. Testing with spirits suggests around 55% of the damage dealt is from punches, including the final hit, and 45% is from kicks. Oddly, the starter kick is classified as a punch and gets bonuses from spirits affecting punches rather than kicks.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.87 – Initial dash
1.92 – Run
1.26 0.12 0.015 1.15 0.01 – Base
0.058 – Additional
0.169 1.92 – Base
3.072Fast-fall
3 35 - Base
17 - Short hop
35.5

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
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On-screen appearance[edit]

  • Lands with an explosion, performs two fast alternating punches followed by a spin kick, and makes a pose similar to his side taunt.

Taunts[edit]

  • Up taunt: Does a backflip, then performs a crane pose upon landing.
  • Side taunt: Moves his fists in front of him in an "X" motion and assumes an altered crane pose, before punching downwards and swinging his open hand outward, performing a knife-hand block stance.
  • Down taunt: Forms a grounded stance, then punches twice towards the screen using alternating arms.

Idle poses[edit]

  • Quickly performs four fighting stances.
  • Unclenches his fists and hops on the spot, as if poised for battle.
  • Mii Brawler's first idle pose.

    Mii Brawler's first idle pose.

  • Mii Brawler's second idle pose.

    Mii Brawler's second idle pose.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Mii! Mii! Mii! Mii Mii Mii! Mi - i! Mi - i! *clap 4 times* Mii Mii! Een twee drie! Mii Mii Mii!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Mii Mii Mii! Mii! Mii! Rah - Rah - Rah! Mii! -- Mii! -- Mii! Mii! Mii! Mii Mii Mii!

Victory poses[edit]

  • Left: Performs a straight punch, followed by a backhanded punch and a high kick combo, then poses with his leg outstretched.
  • Up: Punches many times in quick succession toward the screen (similar to his neutral jab infinite), then poses with his arm outstretched.
  • Right: Cartwheels into the foreground, does a roundhouse kick, and poses with the same leg outstretched.
A portion of Lifelight, the main theme of Super Smash Bros. Ultimate.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Mii Brawler players (SSBU)

  • Australia Ghost - One of the best Mii Brawler players before dropping the character for Steve. He has been ranked the best player in South Australia with the character and has won two regionals with Big Cheese 2 and CouchWarriors Crossup 2, beating Jdizzle and Extra at the latter.
  • France KID - The best solo-Mii Brawler player in the world. His 5th place at King Con, where he defeated Marss and MKBigBoss, marks Mii Brawler's best performance at a major. He has also placed 5th at Sunrise 2023 upsetting MkLeo.
  • USA LeeT - The best Mii Brawler player to solely use the character in the United States. He holds the highest supermajor placement of the character with 17th at Smash 'N' Splash 5. He has not regularly competed offline since early 2020.
  • Japan Rizeasu - Known for using a variety of characters including Mii Brawler, and is the best Mii Brawler player of all-time. His win at Maesuma TOP 4 marks the only time a Mii Brawler has won a superregional, defeating Tea and Kuro in his bracket. He has also placed 5th at Maesuma TOP 2 where he defeated Yoshidora and T and has performed well at other tournaments alongside a slew of different characters with 7th at Kagaribi 6 as an example.

Tier placement and history[edit]

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 were unable to safely secure stocks.

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 character saw success as a secondary or pocket character, especially from Rizeasu, who has won or came close to winning several events with Mii Brawler, as well as other players who have picked up the character on occasion such as 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 Ghost in the early metagame and 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[edit]

Finding Mii Brawler in World of Light

Although the Mii Brawler doesn't appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding 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.

Defeating the Mii Brawler automatically adds the default Mii Brawler under the name "Mii" with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. This Mii cannot be restored if deleted.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
51
Mii Brawler SSBU.png
Mii Brawler
Attack
Attack
10,000 Final Destination Final Destination - Super Smash Bros. for 3DS / Wii U

Spirit[edit]

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.

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
31
SSBU spirit Toad.png
Toad Super Mario Series Mii Brawler Mii Brawler (SSBU) (Moveset 1331, Super Mushroom Hat, Toad Outfit, Blue Outfit Color, High Voice Type 8)
Grab
3,600 Princess Peach's Castle •Item: Mushrooms •The enemy favors side specials Plucky Pass Beginnings
43
SSBU spirit Shy Guy.png
Shy Guy Super Mario Series Mii Brawler Mii Brawler (SSBU) (Moveset 1311, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
•Tail Mii Gunner Mii Gunner (SSBU) (Moveset 3312, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 1332, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Neutral
1,500 Mushroom Kingdom II (Battlefield form) •Item: Throwing Types •The enemy favors neutral specials
•The enemy is easily distracted by items
Ground Theme - Super Mario Bros. 2
205
SSBU spirit Skull Kid.png
Skull Kid The Legend of Zelda Series Mii Brawler Mii Brawler (SSBU) (Moveset 2123, Skull Kid's Hat, Skull Kid's Outfit)
•Tiny Meta Knight Meta Knight (SSBU)Meta Knight (SSBU)
Grab
4,000 Distant Planet (hazards off) •Assist Trophy Enemies (Skull Kid (Invisibility Effect))
•Hazard: Fog
•Defeat the main fighter to win
•The stage is covered in fog
•Hostile assist trophies will appear
Saria's Song / Middle Boss Battle Skull Kid with Majora's Mask
570
From the game's files
Flying Man EarthBound Series Mii Brawler Team Mii Brawler (SSBU)×5 (50 HP) (Moveset 2122, Flying Man Hat, Flying Man Outfit)
Ness Ness (SSBU) (100 HP)
Attack
9,100 Magicant (hazards off) N/A •Defeat the main fighter to win
Stamina battle
Magicant
969
SSBU spirit Nia.png
Nia Xenoblade Chronicles Series Mii Brawler Mii Brawler (SSBU) (90 HP) (Moveset 2122, Nia Wig, Nia Outfit, High Voice Type 2)
Incineroar Incineroar (SSBU) (90 HP)
Shield
9,100 Gaur Plain (hazards off) N/A Stamina battle
•The enemy heals over time
Battle!! - Xenoblade Chronicles 2
Gormott[SB 1]
1,041
SSBU spirit Cap'n Cuttlefish.png
Cap'n Cuttlefish Splatoon Series Mii Brawler Mii Brawler (SSBU) (Moveset 1323, Vince's Hat, Skull Kid's Outfit, Low Voice Type 12)
Neutral
3,300 Mushroom Kingdom U (Rock-Candy Mines) •Item: Ray Gun •The enemy's ranged weapons have increased power
•The enemy has increased move speed
Calamari Inkantation
1,070
SSBU spirit The Creature & Flea Man.png
The Creature & Flea Man Castlevania Series •Giant Mii Brawler Mii Brawler (SSBU) (Moveset 1333, Hockey Mask, Business Outfit, Low Voice Type 11)
Diddy Kong Diddy Kong (SSBU)
Shield
4,500 Dracula's Castle (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy is giant
Out of Time The Creature
1,080
SSBU spirit Party Phil.png
Party Phil Wii Party Series Mii Brawler Mii Brawler (SSBU) (Moveset 1111, Top Hat, Standard Outfit)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 1111, Top Hat, Standard Outfit)
Mii Gunner Mii Gunner (SSBU) (Moveset 1111, Top Hat, Standard Outfit)
Shield
8,800 WarioWare, Inc. (Battlefield form) Bob-omb Festival •Bob-ombs will rain from the sky
•Explosion attacks aren't as effective against the enemy
Final Results - Wii Party U
1,083
SSBU spirit Gold Bone.png
Gold Bone StreetPass Mii Plaza Series •Gold Mii Brawler Mii Brawler (SSBU) (Moveset 1313, Hockey Mask, Vampire Garb)
Attack
3,800 Lylat Cruise •Hazard: Low Gravity
•Item: Super Scope
•Gravity is reduced Tunnel Scene - X
1,094
SSBU spirit Smash Ball.png
Smash Ball Super Smash Bros. Series Mii Brawler Mii Brawler (SSBU) (Moveset 3213, SSB T-shirt, Low Voice 9)
Mii Gunner Mii Gunner (SSBU) (Moveset 3113, SSB T-shirt, High Voice 2)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 2332, SSB T-shirt, Normal Voice 5)
Grab
9,600 Final Destination (Battlefield form) •Sudden Final Smash
•Item: Food
•Survive until the timer runs out (1:30)
•The enemy will suddenly have a Final Smash
•You'll get a Final Smash
Final Destination Mii Brawler
1,260
Nikki spirit card
Nikki Swapnote Series North America
Nintendo Letter Box Series PAL
Mii Brawler Mii Brawler (SSBU) (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)
Mii Gunner Mii Gunner (SSBU) (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
Grab
8,900 PictoChat 2 (Ω form) •Assist Trophy Enemies (Nikki) •Hostile assist trophies will appear Mii Plaza Nikki (Brawler)
1,287
Spring man
Spring Man ARMS Mii Brawler Mii Brawler (SSBU) (Moveset 2333, Spring Man Mask, Spring Man Outfit, Normal Voice Type 3)
Neutral
9,300 Boxing Ring N/A •The enemy's punches and elbow strikes have increased power
•The enemy has increased jump power
Title Theme - Wii Sports Club
1,288
SSBU spirit Ribbon Girl.png
Ribbon Girl ARMS Mii Brawler Mii Brawler (SSBU) (Moveset 2222, Ribbon Girl Mask, Ribbon Girl Outfit, Normal Voice Type 4)
Grab
3,600 Spring Stadium (Battlefield form) N/A •The enemy has an extra midair jump Ribbon Ring
1,291
Ninjara
Ninjara ARMS Greninja Greninja (SSBU)
Grab
3,600 Suzaku Castle •Item: Boomerang •The enemy has increased move speed Ninja College
Mii Brawler Mii Brawler (SSBU) (Moveset 2313, Ninjara Wig, Ninjara Outfit, Normal Voice Type 5)[SB 1]
1,302
SSBU spirit Golden Dash Mushroom.png
Golden Dash Mushroom Super Mario Series •Gold Mii Brawler Mii Brawler (SSBU) (Moveset 2122, Super Mushroom Hat, Standard Outfit, No Voice)
Attack
10,000 Figure-8 Circuit (Ω form) •Attack Power ↑
•Uncontrollable Speed
•Item: Mario Kart
•The enemy has super armor and is hard to launch or make flinch
•The enemy is very fast and can't stop quickly
•The enemy has increased attack power
Mario Circuit - Mario Kart 8
1,317
from the game's files
Toy-Con Robot Nintendo Labo Series Mii Brawler Mii Brawler (SSBU) (Moveset 2331, Toy-Con Visor, Toy-Con Outfit)
Mii Brawler Mii Brawler (SSBU) (Moveset 3231, Bionic Helmet, Mecha Suit)
Attack
10,000 New Donk City Hall (Battlefield form) N/A •Defeat the main fighter to win
•The enemy has increased attack power
Marionation Gear Player (Toy-Con Outfit)
1,360
SSBU spirit Geese Howard.png
Geese Howard FATAL FURY Series Mii Brawler Mii Brawler (SSBU) (200 HP) (Moveset 2323, Princess Zelda Wig, Business Suit, Black Outfit Color, Low Voice Type 9)
Grab
13,700 Fourside (Ω form) •Jump Power ↓ •The enemy's throws have increased power
Stamina battle
•All fighters have reduced jump power
Soy Sauce for Geese - FATAL FURY SPECIAL Young Geese Howard
1,361
SSBU spirit Ryo Sakazaki.png
Ryo Sakazaki Art of Fighting Series Mii Brawler Mii Brawler (SSBU) (160 HP) (Moveset 2132, Isaac Wig, Orange Fighter Uniform, Low Voice Type 5)
Grab
9,500 Suzaku Castle (Ω form) •Jump Power ↓ Stamina battle
•The enemy will charge up a powerful Final Smash
•All fighters have reduced jump power
ART of FIGHT - Art of Fighting
Mii Brawler Mii Brawler (SSBU) (160 HP) (Moveset 2132, Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)[SB 1]
1,394
SSBU spirit Kunio.png
Kunio River City Series Mii Brawler Mii Brawler (SSBU) (Moveset 2122, Toad Outfit)
Attack
9,500 Moray Towers •Item Tidal Wave
•Item: Battering Types
•The enemy favors neutral specials
•The enemy has increased attack power
•Certain items will appear in large numbers after a little while
Mach Rider
1,431
SSBU spirit Creeper.png
Creeper Minecraft Series Mr. Game & Watch Team Mr. Game & Watch (SSBU)×6
Attack
3,500 Minecraft World (Birch Forest) •Item: Bomber •The enemy starts the battle with a Bomber
•Explosion attacks aren't as effective against the enemy
•Reinforcements will appear after an enemy is KO'd
Toys on a Tear
Mii Brawler Mii Brawler (SSBU)×6 (Moveset 1111, Creeper Mask, Creeper Outfit)[SB 1]
1,437
SSBU spirit Piglin.png
Piglin Minecraft Series •Gold Alex Team Steve (SSBU)×7 (×2 Tiny)
Attack
4,000 Reset Bomb Forest (Forest) N/A •Timed battle (2:00)
•Reinforcements will appear after an enemy is KO'd
•The enemy starts the battle with a Killing Edge
Cavern
•Gold Mii Brawler Team Mii Brawler (SSBU)×7 (×2 Tiny) (Moveset 1111, Pig Mask, Pig Outfit)[SB 1]
1,440
SSBU spirit Tifa.png
Tifa FINAL FANTASY Series Mii Brawler Mii Brawler (SSBU) (Moveset 2112, Black Protective Gear, High Voice Type 2)
Attack
7,400 Reset Bomb Forest (Ω form) •Move Speed ↑
•Attack Power ↑
•The enemy has increased attack power after a little while
•The enemy has increased move speed after a little while
Let the Battles Begin!
Mii Brawler Mii Brawler (SSBU) (Moveset 2132, Tifa's Outfit, High Voice Type 2)[SB 1]
1,450
SSBU spirit Chocobo & Moogle.png
Chocobo & Moogle FINAL FANTASY Series Mii Brawler Mii Brawler (SSBU) (Moveset 3122, Isaac Wig, Yellow Tracksuit)
Kirby Kirby (SSBU)
Neutral
1,600 Garden of Hope •Item: Cucco •Take your strongest team into this no-frills battle
The enemy starts the battle with a Bob-omb
Flower Field Chocobo
Mii Brawler Mii Brawler (SSBU) (Moveset 3122, Chocobo Hat, Yellow Tracksuit)[SB 1]
Kirby Kirby (SSBU)
1,472
SSBU spirit Giga Cat Mario.png
Giga Cat Mario Super Mario Series •Giant Mii Brawler Mii Brawler (SSBU) (Moveset 2232, Cat Hat, Cat Suit)
Bowser Jr. Bowser Jr. (SSBU)
Shield
3,900 Find Mii (Ω form) N/A •Defeat the main fighter to win
•The enemy is giant
The Great Tower Showdown 2 Mario
1,476
SSBU spirit Heihachi Mishima.png
Heihachi Mishima Tekken Series Mii Brawler Mii Brawler (SSBU) (150 HP) (Moveset 2113 Dragon Helmet, Black Fighter Uniform, Low Voice Type 9)
Attack
13,700 Mishima Dojo •Sudden Final Smash •The enemy will suddenly have a Final Smash when the enemy's at high damage
Stamina battle
Heihachi Mishima, the King of Iron Fist
Mii Brawler Mii Brawler (SSBU) (Moveset 2113, Heihachi Wig, Heihachi Outfit, Low Voice Type 9)[SB 1]
1,479
SSBU spirit Kuma & Panda.png
Kuma & Panda Tekken Series Mii Brawler Mii Brawler (SSBU) (Moveset 2222, Bear Hat, Cat Suit)
Mii Gunner Mii Gunner (SSBU) (Moveset 2121, Cat Hat, K.K. Slider Outfit)
Attack
1,900 Gaur Plain (Battlefield form) •Uncontrollable Speed •The enemy is very fast and can't stop quickly after a little while
•Reinforcements will appear during the battle
Yodeling in Meadow Hill Kuma
1,482
SSBU spirit Ling Xiaoyu.png
Ling Xiaoyu Tekken Series Mii Brawler Mii Brawler (SSBU) (130 HP) (Moveset 2122, Ashley Wig, Orange Fighter Uniform)
Mii Gunner Mii Gunner (SSBU) (130 HP) (Moveset 1111, Cat Hat, K.K. Slider Outfit)
Shield
3,800 New Pork City (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Moonsiders 1st

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
33
SSBU spirit Toadette.png
Toadette Captain Toad: Treasure Tracker Series Villager Villager (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 2231, Toad Hat, Toad Outfit, High Voice, Type 7)
Neutral
2,600 The Great Cave Offensive (Battlefield form) N/A •The enemy is easily distracted by items Plucky Pass Beginnings Captain Toad
1,079
SSBU spirit Sebastian Tute.png
Sebastian Tute Wii Music Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 2312, Prince's Crown, Butler Outfit)
Mii Gunner Mii Gunner (SSBU) (Moveset 2312, Saki Amamiya Wig, Steampunk Getup)
Mii Brawler Mii Brawler (SSBU) (Moveset 2312, Isaac Wig, Toy-Con Outfit)
Grab
8,900 Tomodachi Life (Battlefield form) N/A •Defeat the main fighter to win
•Only certain Pokémon will emerge from Poké Balls (Meloetta)
•Reinforcements will appear during the battle
Final Results - Wii Party U Bob Tute
1,082
SSBU spirit Iris Archwell.png
Iris Archwell North America
Ella Mentree PAL
StreetPass Mii Plaza Series Villager Villager (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 1222, Wild West Hat, Butler Outfit)
Grab
3,600 Luigi's Mansion •Invisibility •All fighters are invisible after a little while On the Hunt -Gloomy Manor Ver.- (Instrumental) Mii
1,298
SSBU spirit Partner Pikachu.png
Partner Pikachu Pokémon Series Pikachu Pikachu (SSBU) (150 HP)
Mii Brawler Mii Brawler (SSBU) (Moveset 1113, SSB T-shirt) (100 HP)
Attack
8,000 Saffron City •Sudden Final Smash
•Item: Poké Ball
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy's electric attacks have increased power
Stamina battle
Main Theme - Pokémon Red & Pokémon Blue (Melee) Chase
1,321
SSBU spirit Peachette.png
Peachette Super Mario Series Peach Peach (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 2121, Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7)
Luigi Luigi (SSBU)
Mario Mario (SSBU)
Shield
10,000 Mushroom Kingdom U (hazards off) •Easy to Launch
•Hazard: Low Gravity
•All fighters are easy to launch
•Timed battle (1:00)
•Gravity is reduced
Ground Theme - New Super Mario Bros. U Yellow Toad
1,441
SSBU spirit Barret.png
Barret FINAL FANTASY Series Mii Gunner Mii Gunner (SSBU) (130 HP) (Moveset 3312, Green Wild West outfit, Low Voice Type 3)
Mii Brawler Mii Brawler (SSBU)×3 (80 HP) (Moveset 3212, Black Protective Gear)
Shield
3,500 Midgar (hazards off) •Item: Exploding Types Stamina battle
•Reinforcements will appear after an enemy is KO'd
The enemy starts the battle with a Bob-omb
Opening - Bombing Mission Biggs, Wedge, and Jessie
Mii Gunner Mii Gunner (SSBU) (130 HP) (Moveset 3312, Barret's Outfit, Low Voice Type 3)[SB 1]
Mii Brawler Mii Brawler (SSBU)×3 (80 HP) (Moveset 3212, Black Protective Gear)
1,448
SSBU spirit The Turks & Rufus Shinra.png
The Turks & Rufus Shinra FINAL FANTASY Series Robin Robin (SSBU)
Mii Gunner Mii Gunner (SSBU)×2 (Moveset 2223, Business Suit - White)
Mii Brawler Mii Brawler (SSBU) (Moveset 2123, Business Suit - White)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 2123, Business Suit - White)
Grab
7,700 Fourside (Battlefield form) •Item: Exploding Types •Reinforcements will appear after an enemy is KO'd
•Reinforcements will appear during the battle
•The enemy starts the battle with a Steel Diver
Those Who Fight (AC Version) Rude
1,516
SSBU spirit Noah & Mio.png
Noah & Mio [sic] Dark Samus Dark Samus (SSBU) (120 HP)
Mii Brawler Mii Brawler (SSBU) (Moveset 2132, Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)
Shulk Shulk (SSBU) (80 HP)
Attack
9,300 Bridge of Eldin (Battlefield form) N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•The enemy starts the battle with a Beam Sword
Battle!! - Xenoblade Chronicles 2 Mio
  1. ^ a b c d e f g h i This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • The Brawler is the only type of Mii Fighter to have a non-special move named in one of his tips; namely, his up smash, which is called "Cartwheel Kick".
    • The name is somewhat misleading: an actual "cartwheel kick" is a maneuver used in 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.
  • 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.
  • The Mii Brawler from Adventure Mode is the only Mii Fighter to be given an official name by Nintendo. According to a tweet by NintendoVS, his name is Chris.