Super Smash Bros. Ultimate

Mii Brawler (SSBU)/Side special/Custom 2

Hitbox visualization showing Mii Brawler's grounded third side special, Suplex.
Hitbox visualization showing Mii Brawler's aerial third side special, Suplex.
Hitbox visualization showing Mii Brawler's third side special, Suplex, when it connects at ground level.

OverviewEdit

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HitboxesEdit

DashEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Grounded early
0 0 2 0.0% 0   Forward 0 100 40   3.0 top 0.0 4.0 to 9.0 3.0 0.0× 0.0× 0%               None   Fighter All            
Grounded late
0 0 2 0.0% 0   Forward 0 100 40   3.0 top 0.0 4.0 to 9.0 3.0 0.0× 0.0× 0%               None   Fighter All            
1 0 0 0.0% 0   Forward 0 100 15   3.0 top 0.0 6.0 to 9.0 3.0 0.0× 0.0× 0%               None   Fighter All            
Aerial early
0 0 2 0.0% 0   Forward 0 100 100   5.0 top 0.0 4.0 to 9.0 0.0 to 1.0 0.0× 0.0× 0%               None   Fighter All            
1 0 2 0.0% 0   Forward 0 100 40   3.0 top 0.0 4.0 to 9.0 3.0 0.0× 0.0× 0%               None   Fighter All            
Aerial late
0 0 2 0.0% 0   Forward 0 100 80   5.0 top 0.0 4.0 to 9.0 1.0 to 0.0 0.0× 0.0× 0%               None   Fighter All            
1 0 2 0.0% 0   Forward 0 100 15   3.0 top 0.0 7.0 to 8.0 3.0 0.0× 0.0× 0%               None   Fighter All            
ID Radius Bone Offset G A
Grounded
0 4.0 top 0.0 7.0 to 8.0 5.0    
1 1.0 top 0.0 8.0 8.0 to 2.0    
Aerial
0 5.0 top 0.0 6.0 3.5 to 2.0    
1 3.0 top 0.0 7.0 to 8.0 5.5    

SuplexEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early grab
0 0 0 3.0% 0   Forward 60 100 0   6.0 top 0.0 10.0 to 4.0 4.0 0.0× 1.0× 0%               Punch   All All            
1 0 0 3.0% 0   Forward 60 100 0   6.0 top -10.0 to 10.0 7.0 4.0 0.0× 1.0× 0%               Punch   All All            
Late grab
0 0 0 3.0% 0   Forward 60 100 0   6.0 top 0.0 10.0 to 4.0 4.0 0.0× 1.0× 0%               Punch   All All            
Rising
0 0 0 3.0% 0   Standard 65 70 0   6.7 head 0.0 0.0 0.0 0.5× 1.0× 0%               Punch   All All            
The rising hitbox does not affect the grabbed character.
Falling
0 0 0 4.5% 0   Standard 45 100 0   6.7 top 0.0 4.5 to 8.0 0.0 0.8× 1.0× 0%               Punch   All All            
1 0 0 4.5% 0   Standard 10 10 0   6.2 top 0.0 5.0 to 8.0 0.0 0.5× 1.0× 0%               Punch   All All            
The falling hitboxes do not affect the grabbed character.
Landing
0 0 0 15.0% 0   Standard 60 30 0   4.0 top 0.0 4.0 3.0 0.7× 1.0× 0%               Punch   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 0.0%   Backward 45 230 0 0.0×       None

TimingEdit

DashEdit

Windboxes 9, 10-12
Grab 13-21
Interruptible (ground) 52
Animation length (ground, air) 59, 48
Ground                                                                                                                       
Air                                                                                                                       

ThrowEdit

This strip assumes the move is being used at ground level. Mii Brawler starts falling on frame 47 and the fall keeps going until Mii Brawler receives knockback or they hit a floor. The landing hit is frame 1, and the throw is frame 11 on landing.

Heavy armor 1-76
Hit 1 2, 3-5
Rising hit 17-25
Falling 47-51
Landing hit 52-53
Throw 62
Interruptible 88
Animation length 108
                                                                                                                                                                                                                       
                                                                                                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
  
Loop point
 
Flinchless hitbox
 
Armour
 
Grab
 
Interruptible