Super Smash Bros. 4

Mii Brawler (SSB4)

Revision as of 11:08, February 16, 2018 by Alex the weeb (talk | contribs) (Undid edit by Cardane: proof of notability required)
This article is about Mii's appearance in Super Smash Bros. 4. For the character in other contexts, see Mii.
Mii Brawler
in Super Smash Bros. 4
Mii Fighters
SmashBrosSymbol.svg
Universe Super Smash Bros.
Shares character slot with Mii Gunner
Mii Swordfighter
Availability Starter
Final Smash Omega Blitz
Mii Brawler (SSB4)
Brawlers fight empty-handed, and prefer to be up close and personal. Mii Brawlers are fast and powerful.

Mii Brawlers (格闘タイプ, Hand-to-Hand Fighting Type) are one of the three different types of Mii Fighters that appear in Super Smash Bros. 4, along with Mii Swordfighters and Mii Gunners.

The Mii Brawler is unranked in the current tier list, but was 56th out of 58 characters on the third tier list. Compared to the other Mii Fighters, Mii Brawlers boast formidable mobility, attack speed, and damage that is further strengthened by their great ground and air games, giving them a versatile combo game and excellent KOing ability once they find an opening.

However, the Mii Brawler is heavily held back by its poor range, which leads to a poor approach when combined with their very lackluster projectile in Shot Put. Mii Brawler also suffers from one of the worst recoveries in the game, as none of its special moves provide significant upward distance, and most of them are easy to edgeguard or gimp against, most notably its standard recovery move Soaring Axe Kick, which cannot sweetspot ledges until the peak of the move. While some of its custom moves can alleviate some of these problems, the universal ban on custom moves since EVO 2015 has prevented players from taking advantage of these. As a result, Mii Brawler has had poor tournament representation, despite some decent tournament results in the early Smash 4 days when customs were legal.

Attributes

The Mii Brawler is a formidable fighter who combines speed and power with impressive combo-ability in order to take out opponents, similar to other characters like Captain Falcon and Little Mac. Like the other types of Miis, their weight is average compared to other characters, however, the Mii Brawlers have the best mobility overall of the three types of Mii Fighters, possessing above average walking, dashing, and falling speeds, good jumping height and high air speed, but below average air acceleration, low traction and high gravity.

Mii Brawlers have among the best ground games in SSB4, due to their good ground mobility, an overall high damage output, and little to no lag on most of their attacks, (with the exception of their smash attacks, which all possess a considerable amount of end lag). Additionally, their combo ability isn't bad either, as a good number of their attacks (including their throws) don't deal much knockback, thus keeping opponents close by and leaving them open to follow-ups. However, should the Brawler end up using a move that deals too much knockback, such as a smash attack, they still have a high chance of catching up to their opponent with their great mobility.

The Brawler's aerial game is good as well, as most of their aerials are fast and strong, (with even more KOing ability than their ground attacks) and can even be combined with ground attacks and throws for some interesting combos. This is further improved by the Mii Brawler's good jumping ability, and high air speed. Additionally, their up aerial is a great tool for juggling, and can be very useful for ceiling KOs, making them a major threat on stages with lower ceilings, while their down aerial makes for a great meteor smash. However, their midair game is hampered by the overall increase in knockback for their aerials, compared to their ground attacks. Thus, Mii Brawler players are better off utilizing aerials to finish combos or score midair KOs, (the latter being a particular strength for the Brawlers to begin with) rather than attempting to combo with aerials only.

The Mii Brawler is not without other flaws though. Except for their slightly longer-reaching aerials and smash attacks, their overall range is poor relative to most of the cast, (though it is somewhat counterbalanced by their fast movement) and their grab game is subpar, possessing not only short range, but also a weak pummel. The Brawler's vertical recovery is also abysmal, (though moves such as Burning Dropkick make their horizontal recovery slightly better) with none of their special moves providing much upward distance and most of them being easy to gimp. Finally, with the exception of Shot Put, the Mii Brawler lacks any type of projectile, giving it a rather miserable approaching game.

Despite this, various modes of customization can significantly aid the Mii Brawler in tournaments that allow them, and cover for most of their flaws. Using a larger Mii can improve upon their subpar range, increase their weight, and provide a buff to their already impressive power and KOing ability, but nerfs their movement and attack speed, slightly tones down their combo-ability, and makes them a larger and much easier target to compensate. On the other hand, using a smaller Mii can improve their already high mobility both in the air and on the ground, buff their combo-ability, and decrease the already low lag on their attacks, though it weakens their damage output, nerfs their already poor range, and makes them easier to launch. Average-to-large-sized Miis also benefit very well from rage, being able to KO opponents even more easily due to their increased knockback (with larger Miis having the advantage of being able to maintain rage for longer due to their weight). Custom specials can also aid them too. As mentioned above, certain special moves such as Burning Dropkick and Feint Jump can significantly boost their subpar recovery, (with the latter move also serving as a good way to turn the tables on opponents) while others such as Foot Flurry, Piston Punch and Onslaught can give the Mii Brawler an impressive damage-racking game and compliment their combo ability rather well. Shot Put can slightly improve their edgeguarding abilities, and Exploding Side Kick and Ultimate Uppercut are great finishing moves with the latter being a great tool for starting or ending combos. Burning Dropkick also has a another use: it can improve the Brawler's poor approaching game and even stop incoming projectiles. In addition, players can even combine certain specials with certain sized Miis to open up more possibilities.

While the Brawler was initially agreed to be one of the dominant forces in the metagame of SSB4, especially when given access to their custom moves (which are considerably better than both other types of Mii Fighters), the current blanket ban on custom moves as well as their abysmal tournament representation has relegated them to the lower tiers, much like the other Mii Fighters.

Overall, the Mii Brawler can be considered to be a less effective Mario; a quick and nimble rushdown character that relies on their very quick speed and largely reliable combo ability (with even their main combo moves being similar). However, without the Brawler's custom moves, their subpar range, easily exploitable default recovery, and low-utility special moveset have gave them a poor standing in the competitive metagame.

Update history

The Mii Brawler has received a mix of buffs and nerfs in game updates so far. 1.0.6 nerfed the Brawler's damage output, but its neutral infinite and special moves have been improved to compensate. The Mii Brawler also slightly benefits from the changes to shield mechanics in 1.1.0 and 1.1.1, due to it increasing the utility of its moves multi-hit nature and benefiting their high hitlag.

  1.0.6

  •   Both hits of forward aerial deal 1% less damage: 4%/6% → 3%/5%.
  •   Back aerial deals 2% less damage: 12% → 10%.
  •   Piston Punch's first hit can no longer OHKO the lightest characters.

  1.0.8

  •   Onslaught windbox 1: angle → 50°
  •   Onslaught windbox 1 knockback growth: 100 → 0
  •   Onslaught windbox 1 weight-based knockback: 80 → 0
  •   Onslaught windbox 1 element: Hit → Push

  1.1.0

  •   Neutral infinite has 3 frames less of ending lag: 43 → 40.
  •   First hit of forward aerial damage increased by 1%: 3% → 4%.
  •   Ultimate Uppercut charge speed increased: 137 → 124 frames.
  •   Burning Dropkick base knockback increased: 76/69 → 85/78.
  •   Feint Jump kick deals 2% more damage: 8% → 10%.
  •   Aerial Foot Flurry ending lag reduced by 10.
  •   Up air damage decreased by 1%: 9% → 8%.

Moveset

All damage listed in the following table assumes a default Mii of perfectly average height and weight.


  Name Damage Description
Neutral attack   3% Two quick punches followed by a series of rapid punches ending with a side kick, somewhat similar to Little Mac's jab. The first two punches can be jab cancelled like Fox's jab, which allows the Brawler to follow up with different attacks or a throw. The jab infinite is somewhat easily escapable from mid-percents onward. Large Miis suffer from heavy ending lag once the finisher is inputted.
2%
1% (6 per loop), 2% (end)
Forward tilt   8.5% (body), 7.5% (leg) A single roundhouse kick, similar to Mario's. Can be angled.
8% (body), 7% (leg)
8.3% (body), 7.3% (leg)
Up tilt   6% Punches with an uppercut, similar to Mario's up tilt, though it does not spin the Mii around. Can juggle at low percentages. The hitbox stays at the Mii's fist, which means it cannot hit opponents behind them.
Down tilt   8% Sweep kick along the ground. Pops opponents into the air, allowing it to combo into tilts at low percents and aerials at medium percents.
Dash attack   11% (clean), 6% (late) Dropkicks forward, similarly to Fox's dash attack.
Forward smash   18% A strong straight punch with high ending lag. The hitbox lasts only one frame. Can be angled. This move has a very strong sourspot, as it often launches opponents behind the Brawler.
Up smash   14% (clean), 10% (late) A flip kick, similar to Fox's up smash. Wide coverage, with the later hitboxes dealing less damage behind the Mii Fighter. Combos from down tilt and up tilt at low percents.
Down smash   13% Punches forwards and kicks backwards simultaneously, with the kick dealing more knockback. Fast with moderate ending lag, though the hitboxes are somewhat small.
Neutral aerial   10% (clean), 5% (late) A sex kick; similar to Mario's neutral aerial, though with an unusually long period of endlag after the kick. Auto-cancels from a short and full hop.
Forward aerial   4% (hit 1), 5% (hit 2) Two spin kicks; similar to Zero Suit Samus' forward aerial. The Mii Fighter's main combo tool, which can combo into itself or after throws. The first hit sends at the autolink angle, allowing it to drag opponents down onto the stage, and can initiate combos into smash attacks and aerials at low to mid-percents.
Back aerial   10% A single swinging back kick. Although it KOs at 158% at the ledge, its speed and semi-spike angle allows it to function as a good edgeguarding or offstage KO tool. Auto-cancels from a short hop.
Up aerial   8% Swipes foot above his/her head in an arc. Juggles well due to its low knockback and wide range. Auto-cancels from a short-hop.
Down aerial   13% (clean), 12% (late) Swings both fists beneath himself/herself in a double axe handle, similarly to Diddy Kong's down aerial. The Mii's strongest aerial and most reliable meteor smash, though it KOs at 132% onstage. Auto-cancels if used near the peak of a full hop.
Grab    
Pummel   3.25% Headbutts the enemy.
Forward throw   9% Hits the enemy with a backhand. The Mii Fighter's strongest throw, though it fails to KO till above 190% near the edge. Sends at a semi-spike angle, allowing it to set up an edgeguard.
Back throw   2% (hit 1), 5% (throw) Kicks the enemy away behind themself. Similar knockback angle as forward throw, but slightly weaker.
Up throw   8% Knocks the enemy up with a palm strike. Can combo into up aerial on heavier characters, but this quickly loses effectiveness.
Down throw   2% (hit 1), 4% (throw) Karate chops the enemy into the ground. An effective combo starter due to its mainly vertical knockback, allowing for mid-air follow-ups such as several forward aerials from 0%, and up aerial at mid percents.
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% Gets up while kicking both sides.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks both sides.
Edge attack
Edge getups
  7% A low karate chop.
Neutral special Default Shot Put 15% (throw), 11% (bounce 1), 8% (bounce 2) A shot 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, but has considerable amounts of startup and ending lag. The Brawler is able to aerially maneuver during the attack's high ending lag, however.
Custom 1 Ultimate Uppercut 8%/5% (ground uncharged), 22%/17% (ground fully charged), 6.4%/4% (air uncharged), 15.4%/11.9% (air fully charged) A chargeable uppercut similar to Giant Punch in function. It does not deal any extra damage unless it is fully charged, but gives the Brawler light armor during an uncharged punch and super armor before and during a fully-charged punch to compensate.
Custom 2 Exploding Side Kick 25%/23% (ground), 27%/25% (ground reverse), 21.25%/19.55% (air), 22.95%/21.25% (air reverse) Dashing forwards with their foot on fire, extended in a kick. Functions like a "kick" version of Falcon Punch, including the ability to reverse before unleashing the kick, along with super armor until the end of a grounded, non-reversed kick. The sweetspot of the attack is the foot.
Side special Default Onslaught 1.2% (ground loop hits), 1% (air loop hits), 4% (last hit) Charges forward with their knee and fist out. If it connects near an opponent, the Mii Brawler will launch into a series of kicks that ends with an moderate-knockback uppercut. After the combo or if missed, the Mii Brawler becomes helpless. The finishing hit is similar to Captain Falcon's Raptor Boost.
Custom 1 Burning Dropkick 10%-18% Extends both legs in front of them, charging forward to deliver a double kick while caught on fire. Is charged up similarly to the Green Missile. Very strong, even when uncharged, and does not cause helplessness.
Custom 2 Headache Maker 4% (startup), 13%/10% (clean), 9% (late) Performs a short mid-air jump while doing a falling punch with both fists, vaguely similar to Little Mac's Jolt Haymaker. Is a powerful meteor smash if the opponent is hit right after the Mii Fighter begins falling.
Up special Default Soaring Axe Kick 4% (hit 1), 3% (hit 2), 4% (hit 3) Performs an upward flip kick that is followed by a meteor-smashing axe kick. Similar to Kirby's Final Cutter, providing decent vertical distance and slight horizontal distance. Can be used as a Sacrificial KO.
Custom 1 Helicopter Kick 3% (ground hit 1), 2% (air hit 1), 2% (hits 2-5), 6% (hit 6) A flurry of kicks while traveling diagonally upward, similar to Fox's Forward aerial. Does good damage and allows for long horizontal recovery, but lacks vertical lift. Also very useful for finishing aerial combos.
Custom 2 Piston Punch 3% (hit 1), 1% (hits 2-7), 2% (hit 8) Jumps upwards while performing a flurry of punches, similar to Little Mac's up special. Has good KO potential. Recovery-wise, it has the best vertical distance of the Brawler's up specials, but little horizontal movement.
Down special Default Head-On Assault 4% (ground leap), 8% (drop), 8% (impact) Deals a powerful headbutt downwards at a high speed, head aimed at the ground. Like Yoshi's Yoshi Bomb, the move consists of an optional hit on the ground that leads into the main headbutt. This move can bury grounded opponents and meteor smash aerial ones, although doing so is very risky and is often a sacrificial KO. The Mii Brawler is able to sweetspot ledges if they land facing against one, allowing it to be a situational edgeguard.
Custom 1 Feint Jump 10% Flips off the ground and, when the special button is pressed again, performs a divekick while surrounded by a purple aura. Functions very similarly to Zero Suit Samus's Flip Jump. Both the jump and the kick can be reversed if the player taps in the other direction, allowing for great horizontal distance.
Custom 2 Foot Flurry 1% (ground hits 1-8), 6% (ground hit 9), 1% (air hits 1-7), 6% (air hit 8) Extends their foot forwards and delivers a number of rapid kicks in front of them, ending with a strong finisher. In the air, the first use causes the Mii to stall in midair during the combo, though subsequent uses will cause them to fall while kicking. Functions a lot like a multi-hitting version of the Falcon Kick.
Final Smash Omega Blitz 5% (startup), 0.8% (hits 1-28), 15% (hit 17) Uppercuts the target into the air and batters them with attacks before smashing them back downwards. Functions similarly to Great Aether.

On-screen appearance

  • Lands with an explosion, does a spin kick, then poses akin to its side taunt.
 

Taunts

  • Up taunt: Flips, then performs a crane pose.
  • Side taunt: Moving their fists in front of them in an "X" motion, before punching downwards and swinging an open hand towards their own faces.
  • Down taunt: Punches twice towards the screen.
Up taunt Side taunt Down taunt
File:MiiBrawlerUpTauntSSB4.jpg File:MiiBrawlerSideTauntSSB4.jpg File:MiiBrawlerDownTauntSSB4.jpg

Idle poses

  • Quickly performs four fighting stances.
  • Unclenches their fists and moves them downward.
   

Crowd cheer

English Japanese
Cheer
Description Mii! Mii-Mii-Mii! Mii-Mii-Mii! Mii-Mii-Mii-Mii-Mii-Mii-Mii!
Pitch Group chant Group chant

Victory poses

A short version of the menu theme.
  • Punches many times toward the screen, then poses.
  • Does a punch and kick combo, and poses.
  • Cartwheels into the foreground, does a roundhouse kick, and poses.
     

In competitive play

Character Custom sets available
  Mii Brawler 2122[1] 1122[1] 2132[1] 1132[1] 2222
1222 2232 1232

Notable players

Active

Inactive

Tier placement and history

The Mii Brawler was met with great expectations and considered by many to be a potential high-tier character in the early metagame, due to their highly aggressive playstyle that stood out in comparison to the other Mii Fighters. However, all three kinds of Miis were quickly looked down upon due to the controversy surrounding the allowance of custom movesets in tournaments, with the Mii Brawler's aggressive playstyle and recovery being adversely affected due to the complete ban on custom moves. This forced it to deal with weaknesses such as a very poor recovery, special moves with little utility, and difficulty approaching due to a sluggish projectile and short range on their moves.

While at first the Mii's choice for custom movesets was up to a tournament director's discretion, when custom special movesets began to be discussed, the Mii's tier placements once again began to rise in the eyes of many players, and in the case of the Mii Brawler, many considered them to be, once again, a top-tier character with extremely high potential. After the universal ban of custom movesets post-EVO 2015, however, expectations of the Mii plummeted once again, and they would go on to being widely viewed as some of the worst characters in the game. Despite this, Mii Brawlers were considered to be more effective than their Mii Fighter counterparts due to their speed and combo ability, causing them to be ranked 48th on the first 4BR tier list, as the best kind of Mii. It would then see a notable drop to 54th on the second tier list, and 56th on the third tier list, though this time as the second best kind of default Mii for the last two placings. However, some people such as ZeRo have claimed that due to the Brawler's worse results than the other kinds of Miis outside of custom tournaments, and their weaknesses being more exploitable while their strengths fail to compensate with the lack of custom moves, it should have been ranked as the worst kind of Mii.

Currently, due to a very large stagntation of data on the Miis, as well as there being no response on whether or not they should be allowed to use custom moves, the Miis were exlcuded from placement voting on the fourth and most recent tier list. Despite this, members of the 4BR have stated that it is possible they might be included on future iterations, if they achieve notoriety once again.

Trophies

Mii Brawler
  This fighter is based on a player's Mii. It excels at fighting with punches and kicks. This type of Mii is very agile, blending attacks with movement to get the battle flowing. It has superior dash and jump compared to other types. Stay close and keep whaling on foes—you'll KO them in no time!
  A Fighter based on your Mii! Brawlers focus on kicks and punches, and a lot of their specials send them hurtling towards opponents. They're better at dashing and jumping than other types of Mii Fighter, and their speedy attacks really pile on the pressure at close range. And, just for good measure, they can also lob shot-puts!
 : Super Smash Bros. for Wii U
Mii Brawler (Alt.)
  Shot Put is the only projectile attack a Mii Brawler can have. It drops quickly and only bounces a tiny bit. Try using it on foes hanging off an edge to knock them off. The down special Head-On Assault can bury enemies in the ground. It also sends the Mii Brawler downward—don't KO yourself, too!
  Shot-Put is the only projectile attack a Mii Brawler can have. It drops quickly and only bounces a tiny bit. Try using it on foes hanging from the stage to knock them off. The down special Head-On Assault can bury enemies in the ground. It's also a kind of meteor smash, but if you use it while off the stage, you'll probably KO yourself, too.
 : Super Smash Bros. for Wii U
Omega Blitz
  Mii Brawler's Final Smash will strike opponents with a powerful uppercut and then deliver a rush of attacks in midair. If the uppercut misses, the rush of attacks will fail as well. However, there is no escaping this move once caught in it. The final blow consists of kicking opponents down and bouncing them off the stage.
  In this Final Smash, Mii Brawler lifts a foe into the air with an uppercut, then delivers a barrage of strikes. If the initial uppercut misses, the whole thing stops there - but if it hits, the other blows can't be dodged. It ends with a series of kicks followed by a chop, sending the victim smashing into the ground and bouncing way up high.

Alternate costumes

Base game

Vampire Outfit Tracksuit Standard Outfit Mecha Suit Protective Gear Biker Gear Fighter Uniform
  • The color of the costume depends on the Mii's original color from the Mii Maker.

Downloadable content

       
       
       
SSB T-Shirt Cat Suit Akira Outfit Jacky Outfit
Heihachi Outfit Hoodie King K. Rool Outfit Flying Man Outfit
Business Suit Toad Outfit Captain Falcon's Outfit Bionic Armor
Knuckles Outfit

Gallery

Trivia

  • The design of the Mii Brawler used in promotional material and in-game renders is based on an edited version of Guest C, one of the pre-loaded Miis available for use in titles that feature Mii support, as well as the default male Mii in the Mii Maker. His skin is brighter than Guest C (as the default male Mii in Mii Maker has light skin) and his hair has a different design, along with the hair being black in color instead of brown.
  • The Cat costume for Mii Brawlers are designed from the Calico and Tabby cats. The idea is likely references to:
  • When one uses the Mii Brawler wearing a Fighter Uniform, there will be an odd hole located in the chest where the white undershirt should be in their battle portrait. However, the hole is not there during gameplay. This is only visible in the Wii U version.
  • The lightest possible Mii Brawler has the fastest air speed of any fighter who is not a Final Smash transformation; it is only surpassed by Wario-Man and Giga Mac.

References

  1. ^ a b c d Available in two sizes