Some more thoughts on brawler + some techs.
First the techs.
1. It seems that if you do the backflip down B(#2), and then do his headache maker side B(#3) as soon as possible, you'll do it right on the ground with no jump, almost no animation, and almost no recovery. You can do this out of the kick as well, but it seems hit or miss(seems to be best to wait until you're low to the ground to do the kick). If you can't get it to work, just go to battlefield, stand under a lower platform, and do his side B. It should look something like that.
2. If you do the kick so that you hit the ground, and then go off the ledge, you eliminate ALL recovery and can act immediately. This makes your near the ledge game extremely brutal, as you can angle/time a kick to hit right on the ledge, and then immediately cancel into anything(jump, normal, special, whatever). This is a lot like wavedashing off the edge in melee. It does work on things like battlefields platforms, and gives him crazy amounts of mobility and options on such stages.
So with that said-
Brawler seems pretty decent. I'm still yet to really get to test him since i play for glory, but I think he's got what it takes to be useable. His gameplan seems to mostly revolve around dthrow into combos, followed by a great horizontal off stage game, with some ok smashes should that fail. Meh vertical recovery, but some of the best horizontal in the game.
Neutral A- Not great, but it works.
Ftilt- Same as falcons in that it can be angled, and in the same way fills some decent gaps for combos and spacing.
dtilt- sets up for combo's wonderfully. Combo's into up tilt and up B at the very least, maybe more.
utilt- more juggle/combo stuff. Great move.
Smashes- all are fine with nothing super great about them. Upsmash stands out a bit being fox's, but beyond that they're all worth using.
Nair- It's a sex kick, we all know how good these are.
Fair- GREAT for combos, chasing, gimping, etc. Spam the hell out of this move.
Uair- not quite as good as fair(less hitstun, but also less knockback) but good for racking up damage and keeping them within guessing range.
Bair- Doesn't kill as early as i'd like, but it's still a wonderful move for getting people off the stage.
Dair- meteor smash. Nuff said. The only real issue is you can't chase downwards all that well because your vertical recovery sucks.
Throws- they're all really really good, but dthrow sets up true combo's at low %'s and leaves your opponent in an awful guessing game at higher ones.
Neutral B-
1. Shotput- this seems quite legit. The damage isn't great and the windup/range are bleh, but at the same time the arc it covers is awesome. Great spacing/punishment tool and wonderful at racking up damage while they try to recover from below(his hardest appraoch.)
2. Uppercut- it's like littlemacs in that it has no knockback in the air, but is still nice damage. Kills at a decent % and has armor on full charge. Can combo into it at certain %'s from Dthrow(never for the kill, but for nice damage). You do move forward when you do the move, so it can pass through people at point blank and get you punished. Seems best as an AA option.
3. Fire kick- I think this has some armor, but otherwise it's falcon punch. Thankfully it's fast enough now that you can use such a thing.
Overall- use what you'd like. I think any of them could work depending on your style. Fire kick is probably the riskiest.
Side B-
1. Onslaught- AKA raptor boost. It's a decent kill move at high %'s or near the top of the stage(somewhere you can find yourself often). Unfortunately even on hit you go into recovery state and the hitbox can be wonky leading you to whiff most the hits, but still do the animation. Sadly it doesn't spike if done in the air, but oh well. Either way it's useable.
2. Burning kick- like luigi's with slightly different properties and no backfire. The main issue i have with this move is that on whiff the ending lag is HUGE. This makes it easy to punish and hard to recover with. That said it doesn't put you in a recovery state, which is a plus, and there's a sweet spot for the instant version if you're point blank, which gives it 3 more damage and more knockback. Might be his best for side B.
3. Headache maker- I want to like this. Above tech aside, it seems meh. It combos from dthrow at low %'s, and covers an interesting angle, but it's instant death over the edge, and while one of the tips claims it can spike, i've yet to ever hit it. The hitbox is much worse than it looks. Maybe useable, but easily the worst of the 3 so far.
Overall- Kick probably wins, but onslaught has its uses. I'm all ears if someone has a compelling argument for headache.
Up B-
Overall- keeping it short because there's less to say. 1(axe kick) seems weak since it's suicidal in nature and may be able to be DI'd out of. Further you can actually be facing the wrong way and not grab the ledge. Your mileage may vary but so far it seems simply inferior. That said the only choice between 2 and 3 is how much recovery vs kill power. 2 gives better recovery with some kill power and 3 gives only vertical, and less, for LOTS of kill power.
Down B-
1. Headon assault- Like bowsers down B or your headace maker except worse in every possible way. Didn't test if it could break shields in one hit, but besides that if's flat out awful. Huge startup, no hitbox on the way up(only point blank at the start), won't combo into itself in many cases, cannot really be combo'd into. The only upside is it puts the opponent in the ground which could lead to easy smash's at some %, but i didn't bother to test since like most of these moves, it's usually quite easy to get out of. Probably worthless(shield thing might save it if it can do that).
2. Feint jump- Almost certainly required. The best move he has BY FAR. Gives another jump, a wall jump, and a kick you can aim either way at any time during the move, and the above wavedash like edge properties(0 lag if the kick slides off an edge) without putting you in a helpless state. It's just too good not to have. This is what lets you chase people horizontally off a stage, and gives you crazy mobility and options near a ledge, and is still just a decent attack/approach option. I really can't see playing this character without this move.
3. Foot flurry- meh. It's not awful. It's raptor boost on the ground and then a stationary kick combo in the air. the air combo can't be combo'd into from anything i know, but does decent damage and stalls(without putting you in a recovery state). It can be done multiple times in the air, but after the first time it will no longer float. The problem is that it knocks to the side and is very tricky to land in the air and more importantly, competes with feint jump
Overall- Pick feint jump. Maybe someone better than me can make foot flurry work, but dear god not taking feint jump feels like getting rid of peaches float. It easily defines the character and their options. learn it, love it, use it.
First the techs.
1. It seems that if you do the backflip down B(#2), and then do his headache maker side B(#3) as soon as possible, you'll do it right on the ground with no jump, almost no animation, and almost no recovery. You can do this out of the kick as well, but it seems hit or miss(seems to be best to wait until you're low to the ground to do the kick). If you can't get it to work, just go to battlefield, stand under a lower platform, and do his side B. It should look something like that.
2. If you do the kick so that you hit the ground, and then go off the ledge, you eliminate ALL recovery and can act immediately. This makes your near the ledge game extremely brutal, as you can angle/time a kick to hit right on the ledge, and then immediately cancel into anything(jump, normal, special, whatever). This is a lot like wavedashing off the edge in melee. It does work on things like battlefields platforms, and gives him crazy amounts of mobility and options on such stages.
So with that said-
Brawler seems pretty decent. I'm still yet to really get to test him since i play for glory, but I think he's got what it takes to be useable. His gameplan seems to mostly revolve around dthrow into combos, followed by a great horizontal off stage game, with some ok smashes should that fail. Meh vertical recovery, but some of the best horizontal in the game.
Neutral A- Not great, but it works.
Ftilt- Same as falcons in that it can be angled, and in the same way fills some decent gaps for combos and spacing.
dtilt- sets up for combo's wonderfully. Combo's into up tilt and up B at the very least, maybe more.
utilt- more juggle/combo stuff. Great move.
Smashes- all are fine with nothing super great about them. Upsmash stands out a bit being fox's, but beyond that they're all worth using.
Nair- It's a sex kick, we all know how good these are.
Fair- GREAT for combos, chasing, gimping, etc. Spam the hell out of this move.
Uair- not quite as good as fair(less hitstun, but also less knockback) but good for racking up damage and keeping them within guessing range.
Bair- Doesn't kill as early as i'd like, but it's still a wonderful move for getting people off the stage.
Dair- meteor smash. Nuff said. The only real issue is you can't chase downwards all that well because your vertical recovery sucks.
Throws- they're all really really good, but dthrow sets up true combo's at low %'s and leaves your opponent in an awful guessing game at higher ones.
Neutral B-
1. Shotput- this seems quite legit. The damage isn't great and the windup/range are bleh, but at the same time the arc it covers is awesome. Great spacing/punishment tool and wonderful at racking up damage while they try to recover from below(his hardest appraoch.)
2. Uppercut- it's like littlemacs in that it has no knockback in the air, but is still nice damage. Kills at a decent % and has armor on full charge. Can combo into it at certain %'s from Dthrow(never for the kill, but for nice damage). You do move forward when you do the move, so it can pass through people at point blank and get you punished. Seems best as an AA option.
3. Fire kick- I think this has some armor, but otherwise it's falcon punch. Thankfully it's fast enough now that you can use such a thing.
Overall- use what you'd like. I think any of them could work depending on your style. Fire kick is probably the riskiest.
Side B-
1. Onslaught- AKA raptor boost. It's a decent kill move at high %'s or near the top of the stage(somewhere you can find yourself often). Unfortunately even on hit you go into recovery state and the hitbox can be wonky leading you to whiff most the hits, but still do the animation. Sadly it doesn't spike if done in the air, but oh well. Either way it's useable.
2. Burning kick- like luigi's with slightly different properties and no backfire. The main issue i have with this move is that on whiff the ending lag is HUGE. This makes it easy to punish and hard to recover with. That said it doesn't put you in a recovery state, which is a plus, and there's a sweet spot for the instant version if you're point blank, which gives it 3 more damage and more knockback. Might be his best for side B.
3. Headache maker- I want to like this. Above tech aside, it seems meh. It combos from dthrow at low %'s, and covers an interesting angle, but it's instant death over the edge, and while one of the tips claims it can spike, i've yet to ever hit it. The hitbox is much worse than it looks. Maybe useable, but easily the worst of the 3 so far.
Overall- Kick probably wins, but onslaught has its uses. I'm all ears if someone has a compelling argument for headache.
Up B-
Overall- keeping it short because there's less to say. 1(axe kick) seems weak since it's suicidal in nature and may be able to be DI'd out of. Further you can actually be facing the wrong way and not grab the ledge. Your mileage may vary but so far it seems simply inferior. That said the only choice between 2 and 3 is how much recovery vs kill power. 2 gives better recovery with some kill power and 3 gives only vertical, and less, for LOTS of kill power.
Down B-
1. Headon assault- Like bowsers down B or your headace maker except worse in every possible way. Didn't test if it could break shields in one hit, but besides that if's flat out awful. Huge startup, no hitbox on the way up(only point blank at the start), won't combo into itself in many cases, cannot really be combo'd into. The only upside is it puts the opponent in the ground which could lead to easy smash's at some %, but i didn't bother to test since like most of these moves, it's usually quite easy to get out of. Probably worthless(shield thing might save it if it can do that).
2. Feint jump- Almost certainly required. The best move he has BY FAR. Gives another jump, a wall jump, and a kick you can aim either way at any time during the move, and the above wavedash like edge properties(0 lag if the kick slides off an edge) without putting you in a helpless state. It's just too good not to have. This is what lets you chase people horizontally off a stage, and gives you crazy mobility and options near a ledge, and is still just a decent attack/approach option. I really can't see playing this character without this move.
3. Foot flurry- meh. It's not awful. It's raptor boost on the ground and then a stationary kick combo in the air. the air combo can't be combo'd into from anything i know, but does decent damage and stalls(without putting you in a recovery state). It can be done multiple times in the air, but after the first time it will no longer float. The problem is that it knocks to the side and is very tricky to land in the air and more importantly, competes with feint jump
Overall- Pick feint jump. Maybe someone better than me can make foot flurry work, but dear god not taking feint jump feels like getting rid of peaches float. It easily defines the character and their options. learn it, love it, use it.