Super Smash Bros. Ultimate

Mii Brawler (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 550: Line 550:
|rowspan="2"|•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•All fighters have reduced 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"|{{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}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)<ref name="DLC"/>
|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]], Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)<ref name="DLC"/>
Line 565: Line 566:
|{{SSBUMusicLink|Other|Mach Rider}}
|{{SSBUMusicLink|Other|Mach Rider}}
|
|
|-
|rowspan="2"|1,431
|rowspan="2"|<!--[[File:Minecraft Creeper Spirit.png|center|64x64px]]-->[[File:Creeper_Spirit.jpg|center|64x64px]]
|rowspan="2"|[[Creeper]]
|rowspan="4"|''Minecraft'' Series
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}} (×5)
|rowspan="2"|[[File:SpiritTypeAttack.png|20px|center|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}} (Moveset: ????, Creeper Mask, Creeper Outfit) (×5)<ref name="DLC"/>
|-
|rowspan="2"|1,437
|rowspan="2"|<!--[[File:Minecraft Piglin Spirit.png|center|64x64px]]-->[[File:None.png|center|64x64px]]
|rowspan="2"|Piglin
|•Gold {{SSBU|Alex}} Team (×5) (×2 Tiny)
|rowspan="2"|[[File:SpiritTypeAttack.png|20px|center|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}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset: ????, Pig Mask, Pig Outfit) Team (×5) (×2 Tiny)<ref name="DLC"/>
|-
|}
|}



Revision as of 13:38, October 14, 2020

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
Mii Brawler (SSBU)
An expert in physical combat, capable of delivering powerful blows.
—The Brawler's Ultimate description

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

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 Inkling, Ness, and Lucas) with a fast falling speed, an above-average air speed, and a sub-par air acceleration. As a Mii Fighter, their specials are determinant on the player's choice. Like the other two Mii Fighters, they have 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 its diverse set of special moves. Many of their specials help rack up damage, improve their 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 their varying specials, the Mii Brawler is a fairly nimble fighter with decent combo potential. Their walking and dashing speed is above average and many of their normals have relatively low start-up and ending lag. All of their tilts and aerials (with the exception of down aerial) come out fairly quickly and are safe on shield when properly spaced. Up tilt can chain into itself at low percentages while down tilt can combo into forward 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 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 their down throw is a very good combo initiator, capable of comboing into a variety of moves. Additionally, the 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. The initial hit of up smash is a potent finisher that has very low start-up lag. Many of their specials can secure early KOs as well, especially in Thrust Uppercut and Helicopter Kick, both in which excel at early vertical KOs. Exploding Side Kick has the same KO potential of Falcon Punch and is safe on shield, Head-On Assault and Soaring Axe Kick can perform suicidal KOs at extremely low percentages (the former which is also a potent shield breaker), and Counter Throw is among the strongest counters in the game.

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 has Mii Brawler's legs intangible for the first half of its active frames making it a great anti-air option. Finally, 2 of Mii Brawler's Up Specials, Soaring Axe Kick and Thrust Uppercut, also serve as great out of shield options with the former having excellent range to punish laggy disjointed attacks and the latter being Mii Brawler's fastest OOS option at frame 3.

In terms of recovery, Mii Brawler has some good options. Both Soaring Axe Kick and Thrust Uppercut have great vertical distance. However, the former is more reliable for recovery due to having better ledge snapping. Horizontal-wise, Mii Brawler has Burning Dropkick, Helicopter Kick and Feint Jump. Feint Jump, much like Flip Jump, is a good tool that can both mix up and extend the Mii Brawler's otherwise lackluster recovery, as well as escape juggles. Burning Dropkick can be used multiple times and its decent travel distance can be further improved by B-reversing it in the air.

However, the Mii Brawler does not come without their own flaws. In exchange for their decent mobility and speed, their fixed middleweight status allows them to be KO'd somewhat easily. This is further exacerbated by its' status as a fast-faller, now being a very susceptible target to combos. Furthermore, the Mii Brawler lacks the tools to force approaches and has to make hard commitments when approaching due to the lack of safe options.

Another issue with the Mii Brawler is the lack of reliable KOs confirms at medium to high percents. At those percentages, most of Mii Brawler's combo setups stop confirming into their kill moves due to the former dealing too much knockback. Many of their KO options are flawed, some of them being extremely laggy (Such as Forward Smash and Onslaught) or having poor range (Down Smash and Up Smash). Because of this, they must rely on back aerial, Up Smash out of shield, hard reads and tech-chasing to secure stocks.

The Mii Brawler's grab game is also slightly worsened. While superior to that of the other Mii Fighters, many of the Mii Brawler's grabs do not offer a great deal of utility. Down throw is no longer as good of a combo initiator as it was in SSB4, up throw provides no true follow-ups due to its' high ending lag, and their KO throw, forward throw, only KOs at the edge at relatively high percentages.

Lastly, while the Mii Brawler does boast a flexible recovery, some of their tools do come with their own flaws. Soaring Axe Kick has very little horizontal distance while Helicopter Kick and Thrust Uppercut both have poor vertical distance. While Feint Jump is an excellent tool for recovery, the Mii Brawler will be rendered unable to use it again if they are hit while using it until they grab a ledge or land on stage.

Overall, the Mii Brawler is a character with very good frame data, above-average mobility, a decent grab game and a variety of moves that can combo, juggle, and secure KOs. However, they are held back by their poor range and limited off-stage presence due to their fast fall speed. And while their strengths do overshadow their 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. As a result, they tend to struggle in some matchups, particularly versus characters with projectiles or disjoints. Similarly to the other Mii Fighters, their representation has been relatively sparse, leaving their viability yet to be seen.

Changes from Super Smash Bros. 4

The Mii Brawler has received a large mix of buffs and nerfs in the transition to Ultimate, and it is ambiguous to whether they have been overall buffed or nerfed. 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, now being a middleweight fast faller with high mobility and effective close combat abilities, making their playstyle along the lines of other combo-oriented "footsies" fighters like Little Mac or Squirtle.

In terms of move changes, aside from some animation changes that set their moves apart from other characters, the Brawler's standard moveset has been overall buffed. Their moves' functionality has not been altered significantly, with quality-of-life changes like forward tilt losing its sourspot, forward aerial being faster and connecting better, and moves such as their 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 exponentially, with them being the largest recipient of the Brawler's buffs: 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 them 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 customs.

The Brawler is the Mii Fighter to have the biggest access to entirely new special moves: 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; 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 low cooldown, short counter frames, and a retaliating hit in the form of a grab. Each of these moves now give the Brawler a new option to handle several different situations.

However, the Mii Brawler has also received notworthy nerfs, which arguably counterbalance their buffs. The Brawler's set attributes are a double-edged sword, as their lower weight, slower air speed, and higher falling speed and gravity, makes them easier to both combo and KO and removes their 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, vastly reducing the KO power of their combo strings and preventing the Brawler from KOing as early as 85% through throw combos. 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's KO setups have actually been reduced, since they now only serve to rack up damage instead of KOing.

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 Brawler's approach options have also 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 their only approaching attacks in exchange for a counterattack in Counter Throw. Lastly, the Brawler also retains some of their former weaknesses from Smash 4, such as a below-average neutral game due to their poor range, unreliable aerials for approaching and only passable projectile, an inconsistent combo game, slightly below-average frame data for a fighter of their playstyle, trouble at landing their powerful KO options, and a predicable recovery.

Overall, the changes to the Mii Brawler's moveset allow more of their special moves to shine while granting them better utility, though at the cost of their strongest tools being streamlined, and the extreme changes their special moves have gained means the Brawler has to take advantage of their buffed special moves to counteract the nerfs to their potent down throw combos. Due to these factors, the Brawler is arguably the weakest of the three Mii Fighters, although they have received consistent and notable buffs throughout patches, unlike the other Mii Fighters. Overall, their viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined due to their low representation and amount of results.

Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

Neutral specials

  • 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

  • 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

  • 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

  • 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

  • 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

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

The Mii Brawler has been significantly buffed from game updates. Update 2.0.0 improved the Brawler's offense by improving their 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 can now break full shields if all hits connect.

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

Patch 4.0.0 significantly improved the utility of what was commonly considered their 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 them harder to juggle in return, as well make their 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.

As a result, the Mii Brawler is significantly better than they were 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.

Moveset

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   1.8% 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.
1%
0.5% (loop), 2% (final hit)
Forward tilt   8.5% A roundhouse kick. Can be angled, which deals more damage when angled up or angled down, and is the Brawler's longest ranged tilt. Unlike the version in SSB4, it no longer has a sourspot. As a result, it is useful for creating space.
8%
8.3%
Up tilt   6% 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 the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.
Down tilt   8% 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.
Dash attack   11% (clean), 6% (late) A flying kick. A risky but useful approach option.
Forward smash   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.
Up smash Cartwheel Kick 14% (clean), 10% (late) 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, 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   13% 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, with the kick dealing more knockback, KOing 10% earlier. However, both hits have very poor range.
Neutral aerial   10% (clean), 5% (late) A sex kick, similar to Mario's neutral aerial. Its extremely high ending lag has been reduced from SSB4. Due to its startup (frame 3) and low landing lag (frame 6), 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%. 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 down tilt or Helicopter Kick at mid percents. Autocancels from a full hop.
Forward aerial   5% (hit 1), 6% (hit 2) 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 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, which can cause it to whiff.
Back aerial   12% 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.
Up aerial   9% A spinning crescent kick. 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 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.
Down aerial   13% (clean), 12% (late) Swings both fists beneath themself 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.
Grab   The Brawler reaches in front of themself.
Pummel   1.3% Headbutts the opponent.
Forward throw   9% 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.
Back throw   4% (kick), 5% (throw) Kicks the opponent behind themself.
Up throw   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   2% (chop), 4% (throw) Karate chops the opponent into the ground. This is the Brawler's combo throw, which can extended 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, 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 their frontal 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 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.
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, the maximum total being 22. The last hit deals good vertical knockback, KOing 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.
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 their 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, 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), 1.5% (hits 2-7), 5% (hit 8) 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%. 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. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief flash of purple sparkles 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 themself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargeable, 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 SSB4, though it is still an effective approach move due to its quick startup, and can also KO at high percents.
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 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.
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 followed up by an axe kick that meteor smashes opponents in the air. 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 can KO ledge hanging opponents at as low as 20%.
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. This allows the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from Smash 4, making it unable to 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. 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 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%.
Down special Default Head-On Assault 6% (flip kick), 1% (multi-hits), 14% (landing) 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. The move does a high amount of shield damage, being able to break full shields if both hits connect.
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 divekick while surrounded by a blue aura. The startup offers brief intangibility. Similarly to 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 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 their arms close to their face. Upon being hit, the Brawler will counterattack by grabbing the opponent and slamming them on the ground behind themself. 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.
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.

On-screen appearance

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

Taunts

  • Up taunt: Does a backflip, then performs a crane pose upon landing.
  • Side taunt: Moves their fists in front of them in an "X" motion and assumes an altered crane pose, before punching downwards and swinging an open hand outward, performing a knifehand block stance.
  • Down taunt: Punches twice toward the screen.

Idle poses

  • Quickly performs four fighting stances.
  • Unclenches their 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

Victory poses

  • Left: Performs a straight punch, followed by a backhanded punch and a high kick combo, then poses with the leg outstretched.
  • Up: Punches many times in quick succession toward the screen, then poses.
  • 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

The viewpoint on the Mii Brawler was very positive before release, with players quickly acknowledging the buffs and changes to their array of special moves, along with the engine changes suggesting that they would benefit immensely due to their speedy rushdown archetype. However, perception on the Mii Brawler quickly became lackluster on release: many players quickly noticed the severe nerfs to their 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, they received nerfs to their 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, they were quickly considered them to be the weakest of the three Mii Fighters, as they had the ability to rack up damage very quickly, yet were unable to safely secure stocks.

Unlike the other Mii Fighters, the Mii Brawler has received a notable amount of buffs to their moveset over time, improving the overall effectiveness of the character. As a result of their constant buffs and the growing metagame, several players such as ESAM and Leffen have began to change their viewpoint on them due to the realization of their very good frame data, combo/juggling potential, and recovery options, even going as far as to rank them as both a solid high mid-tier character and labeling them as the best of the three Mii Fighters. While this is up to debate due to the relative obscurity of the character, it is generally agreed that the Brawler has improved due to updates.

Notable players

Role in World of Light

Finding Mii Brawler in World of Light

Although the Mii Brawler doesn't appear in the World of Light opening cutscene, they were 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

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

Template:-

Spirit

The 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 the official artwork from Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
31
Toad Spirit.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
Shyguy.png
Shy Guy Mii Brawler Mii Brawler (SSBU) (Moveset 1?1?, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
•Tail Mii Gunner Mii Gunner (SSBU) (Moveset ?3??, 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
Skullkid.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 (×2) (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
570 Flying Man EarthBound Series Mii Brawler Team Mii Brawler (SSBU) (Moveset 2122, Flying Man Hat, Flying Man Outfit) (×5)
Ness Ness (SSBU)
Attack
9,100 Magicant (hazards off) N/A •Defeat the main fighter to win
Stamina battle
Magicant
969
Niaa.png
Nia Xenoblade Chronicles Series Mii Brawler Mii Brawler (SSBU) (Moveset 2122, Nia Wig, Nia Outfit, High Voice Type 2)
Incineroar Incineroar (SSBU)
Shield
9,100 Gaur Plain (hazards off) N/A Stamina battle
•The enemy heals over time
Battle!! - Xenoblade Chronicles 2
1,041 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 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 Party Phil Wii Party Series Mii Brawler Mii Brawler (SSBU) (Top Hat, Standard Outfit)
Mii Swordfighter Mii Swordfighter (SSBU) (Top Hat, Standard Outfit)
Mii Gunner Mii Gunner (SSBU) (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 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 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
•The enemy will suddenly have a Final Smash
•You'll get a Final Smash
Final Destination Mii Brawler
1,260
Nikki.png
Nikki Swapnote Series 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.png
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
Ribbon Girl Spirit.png
Ribbon Girl Mii Brawler Mii Brawler (SSBU) (Moveset: 2222, Ribbon Girl Mask, Ribbon Girl Outfit)
Grab
3,600 Spring Stadium (Battlefield form) N/A •The enemy has an extra midair jump Ribbon Ring
1,291
Ninjara.png
Ninjara Greninja Greninja (SSBU)
Grab
3,600 Suzaku Castle Item: Boomerang •The enemy has increased move speed Ninja College
Mii Brawler Mii Brawler (SSBU) (Ninjara Wig, Ninjara Outfit)[1]
1,302 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
Toy-Con Robot Spirit.png
Toy-Con Robot Nintendo Labo Series Mii Brawler Mii Brawler (SSBU) (Toy-Con Visor, Toy-Con Outfit)
Mii Brawler Mii Brawler (SSBU) (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 Geese Howard FATAL FURY Series Mii Brawler Mii Brawler (SSBU) (Moveset ?323, 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
Ryo-Spirit.png
Ryo Sakazaki Art of Fighting Series Mii Brawler Mii Brawler (SSBU) (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) (Moveset 2132, Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5)[1]
1,394
Kunio.png
Kunio River City Series Mii Brawler Mii Brawler (SSBU) (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 Creeper Minecraft Series Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×5)
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) (Moveset: ????, Creeper Mask, Creeper Outfit) (×5)[1]
1,437
None.png
Piglin •Gold Alex Team (×5) (×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 Mii Brawler (SSBU) (Moveset: ????, Pig Mask, Pig Outfit) Team (×5) (×2 Tiny)[1]
  1. ^ a b c d This alternative occurs when the corresponding DLC has been purchased and downloaded.

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
33
Toadette.png
Toadette Captain Toad: Treasure Tracker Series Villager Villager (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 1331, 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
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 Iris Archwell 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
Let's Go Pikachu Spirit.png
Partner Pikachu Pokémon Series Pikachu Pikachu (SSBU)
Mii Brawler Mii Brawler (SSBU) (Moveset 1??3, SSB T-shirt)
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
Peachette Spirit.png
Peachette Super Mario Series Peach Peach (SSBU)
Mii Brawler Mii Brawler (SSBU) (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
•Low Gravity
•All fighters are easy to launch
•Timed battle
•Gravity is reduced
Ground Theme - New Super Mario Bros. U Yellow Toad

Alternate costumes

Gallery

Character Showcase Video

Trivia

  • The Brawler is the only type of Mii Fighter to have a non-special move named in one of its tips; namely, its 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.
  • The Brawler is also the only Mii Fighter to be unlocked in the Dark Realm.
    • It is also the only Mii Fighter to be unlocked in a sub-area.
  • Mii Brawler is the only Mii Fighter that does not possess a reflector.
  • The Mii Brawler is the only Mii Fighter to have a command grab.
  • Mii Brawler’s pose in the panoramic artwork for Ultimate resembles its 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 their outfits.