Okay, so after a massive delay, the writeups are finally here!
Discussion Complete:
How to DI (& avoid) 's Dthrow (for Minimizing Damage or Survival)
Overview
Luigi, a character who's never been considered very strong in past games, finally has his time to shine here in Smash 4. One of the biggest changes allowing him to become a high-tier contender in this game is the massive reward he gets from his Dthrow, and the ability to set up his dash grab with a well-timed Fireball certainly helps as well!
When fighting Luigi, your best option is to take advantage of his poor mobility and keep him out with projectiles/disjointed moves/etc. When he gets in, it's not just his grab to be scared of!
If you've already been caught by his grab though, you definitely need to know what your DI options are.
Once you've been grabbed by Luigi, you need to keep in mind what percent you're at and mix up your DI from there. You'll certainly be taking damage, but it's always better to take less damage!
Information and Things to Note
- Fireball to Grab setup
- At Max Fireball range, can grab you both on Block and on Hit.
- At 3/4ths max Fireball distance, can only get a guaranteed grab on Block.
- At 1/2 max Fireball range and under, doesn't get anything guaranteed (You leave shield/hitstun at the same time as or even before Luigi ends the Fireball throwing animation)
- Most of 's Dthrow followups are guaranteed, to a point. He is essentially guaranteed something no matter the DI, however he has to react to (or anticipate) your DI correctly to get the reward. You'll have to mix things up to avoid the maximum damage!
- 's main weakness as a character is that he has low mobility. If you play patiently, with strong zoning and/or Hit-and-Run tactics, has a hard time. This should be your main gameplan going into any match against !
Dealing with the Moves
First up, Fireball.
As stated earlier, Luigi can get guaranteed grabs off of a Fireball confirm at different ranges. Use this table to know how to avoid these:
Portion of Max Fireball Range | Grabbable on Shield? | Grabbable on Hit?
1/2 or less | No | No
~3/4ths |
Yes
| No
Max Range |
Yes
|
Yes
The general rule is that if you're at
max range, you need to run away (or jump, or otherwise avoid it). Whether you block (even if you Perfect Shield!) or get hit, you'll get grabbed and Dthrown and nobody wants that.
At
half range, take the hit (if you can; at higher percents this is likely a bad idea due to increased hitstun) and punish the grab attempt.
At close range, laugh that the Luigi used Fireball point-blank and hit him for it (or retreat depending on the situation).
Next, we have the main section: Luigi's Dthrow.
At
Low Percents (0% to 20%), depending on your character
gets Fair into Nair, Fair, or Uair. Doesn't really seem DI-able, but I'd recommend Up+Away from
because that seems to at least make it more difficult.
If you have an aerial that is frame 3-6 it will beat any re-grab attempts, however he can shield the aerial and grab you. It's a 50:50 situation, so be sure to mix it up!
can also get a strong (spike) Dair that sets up for a Grab (but it's not a true combo - hit them for it!). He can also go for Utilt chains or Jab/Dtilt stuff after this.
At
Mid-Low Percents (21% to 48%), Fair still leads into Nair, Fair, or Uair. Only specific characters can be re-grabbed at this percent range.
During this range, you can DI up & towards
to pop up above him. He can still hit you here, but if he misses the read then Fair will hit you behind him meaning he can only get you with a late Uair/Bair as a followup. If he does read it,
can get a Uair chain or a strong Dair to re-grab attempt.
If
reads your reaction after the Fair, he can Double Jump into other moves (depending on what your reaction was). Fast-falled late Nair sets up for more combos is one common one.
Also, the Tilt chains and jab setups stop working at around 30%.
At
Mid Percents (49% to ~70%), re-grabs are no longer possible. DI-ing towards
will put you above him, and doing so allows Fair to combo into itself longer than usual (but if he mis-reads it, you're only getting Fair->Bair'd).
Also...
NEVER AIRDODGE. You'll hit the ground and be helpless. While this can avoid percentage, it also puts you on the ground in lag, and all
has to do is FF into a Fire Jump Punch (sweetspot Uspecial) which
kills at these percents!
At
Mid-High Percents (71% to 100%), things are similar to Mid Percents however rising Nair will hit you upwards, and set up for basically anything
wants to do (though he has to react correctly). Mix up your DI here as well, because aerial FJP does start killing at these percents however it requires a DI read (and a whiff gets you a hard punish!). Luigi Cyclone starts killing at around 90% as well if you don't know how to DI it!
At
High Percents (100% and up), Luigi Cyclone starts killing.
Bair kills horizontally at around 120% (with 50% rage), but DI-ing away from
makes this harder to land (though also puts you closer to the blast line if he does get it).
Nair kills at ~150% staled a bit (which is likely).
Fire Jump Punch (sweetspotted Uspecial) kills everyone at 107% (give or take ~10% depending on the character).
Uthrow kills at 170%, as a last resort.
Also, you will need to know how to deal with Luigi Cyclone.
If you (S)DI this move downwards, you will escape the move if they mash all the way up. You will still be caught if they lessen their mashing, however this is still preferable because it means the final, killing blow doesn't connect as high up (and therefore you have to travel further to die). If you DI the move horizontally, you can survive until around 120%-140% depending on your character!
Conclusion
Luigi is a character with ridiculously high reward from his Dthrow, and while it's all more or less guaranteed you can minimize the damage if you out-guess him in a bunch of 50:50 situations. With the knowledge of the mixups available to each of you, hopefully you'll be able to escape some damage from
's Dthrow combos.
And always remember: is only scary up close, so if you can keep him away from you you'll win!
Reference: Full Discussion
Discussion Complete:
How to fight (with a focus on Helicopter Kick/Piston Punch)
Overview
Mii Brawler is an extremely strong character with reliable, sub 80% kills against players who don't know how to fight him.
Since few people have Brawler matchup experience (not allowed on For Glory combined with the relative lack of Mii mains due to rulesets being up in the air regarding their legality), this makes the problem that much worse and the cries for him being 'broken' even louder.
While I'm no expert on the MU (I have minimal experience myself), hopefully I've found enough information to at least help people out!
Information and Things to Note about Mii Brawler
First things first:
If you missed it, the One Inch Punch exploit has been patched out of the game (this happened as of the Mewtwo patch)! I've still heard a few people talk about this lately, so I figured it needed to be stated.
Anyways...
- As with all Mii Fighters, can come with any of 9 different (not simply attribute changes, completely different) special moves.
- Also like all other Mii Fighters, can come in one of many (2,916 to be exact!) Height and Weight combinations.
- Luckily the differences between Height and Weight on the s don't change them super drastically (though it still definitely affects a lot about them).
- General categories are "Tall", "Medium", and "Short" for heights, and "Fat", "Average", and "Thin" for weights. For the preferred versions seem to be Short & Thin (0/0), Short & Fat (0/100) or Default (seemingly only when the rules don't allow anything but guest s).
- Mii Fighter Attributes & Changes Reference:
- Short (Minimum Height)
- Faster speed (much faster)
- Higher jumps
- Less cooldown on attacks (less end/landing lag)
- Smaller Hurtbox (harder to hit)
- Less knockback on attacks (Very slight; ~1% difference)
- Less range on most (not all) attacks
- Less distance on Rolls
- Tall (Maximum Height)
- More knockback on attacks (Very slight; ~1% difference)
- More range on most (not all) attacks
- More distance on Rolls
- Bigger Hurtbox (easier to hit)
- Lower jumps
- More cooldown on attacks (more end/landing lag)
- Thin (Minimum Weight)
- Faster Speed (slight)
- Higher Jumps
- Lighter weight (dies earlier)
- Does less damage (generally by 1%)
- Less hitstun on attacks (very slight; due to damage reduction)
- Fat (Maximum Weight)
- Heavier weight (dies later)
- Does more damage (generally by 1%)
- More hitstun on attacks (very slight, due to damage increase)
- Slower speed (slight)
- Lower jumps
- Helicopter Kick's power comes largely from it's high Base Knockback, which makes Brawler's kill power heavily dependent on stage positioning.
- Brawler's general attributes:
- Extremely High mobility specs, both on the ground and in the air. (I'll update this with speed rankings for the different sizes later)
- is a Rushdown character.
- Has great throw followup potential (including kills at extremely low percents, even around 45% depending on where you're grabbed!)
- Predictable (but deadly if challenged wrong) recovery. Generally short range, as his 2 best Uspecials (Helicopter Kick and Piston Punch) have relatively low vertical range. Horizontal recovery is fine, though.
- Below-average range (even shorter as Short )
- Fast, high-damage, lingering aerials with high combo potential (Dthrow -> Falling 1st hit of Fair can 'Pillar', similar to Melee )
- Can have a projectile; his default Neutral Special is "Shot Put" is a very unique projectile with an interesting trajectory. I highly recommend trying it out to see it's path and range, as I don't have a gif to provide.
- Common custom loadouts
- 1122 (Shot Put, Onslaught, Helicopter Kick, Feint Jump)
- 2122 (Ultimate Uppercut, Onslaught, Helicopter Kick, Feint Jump)
- 1132 (Shot Put, Onslaught, Piston Punch, Feint Jump)
- 2132 (Ultimate Uppercut, Onslaught, Piston Punch, Feint Jump)
- 2222 aka "The Apex Ruleset Version" (Ultimate Uppercut, Burning Dropkick, Helicopter Kick, Feint Jump)
Dealing with the Character
Mii Brawler is a speedy powerhouse who can easily wrack damage and even kill with Dthrow -> Helicopter kick as low as 45% if you're not careful. However, if you can live past where he has easy setups into kill moves, he actually has a more difficult time killing you as he has to rely on reads with his Smash attacks.
As such, your goal should be to survive until high (~80%+) percents and play safely from there!
This is, of course, much easier said than done.
What you need to pay the most attention to, however, is your stage positioning.
Also... Don't let him take you to Smashville. It's easily his best stage, and can get you killed at 0% if you're on the platform!
's Dthrow to Helicopter Kick is an incredibly good kill option, however it only kills if you're grabbed near the edges of the stage! If you're in the middle of the stage (or facing across the stage, of course, but then watch out for pivot grabs!) you're generally fairly safe, since Helicopter Kick doesn't seem to have
that high of Knockback Growth (increased distance with damage).
If you do get caught in the Helicopter Kick, you still have a few things you can do.
- Smash DI (or just DI if you can't SDI) inwards for the first few hits. This gives you a chance to pop out, and also pushes you further from the blast zone (which of course lets you live longer)
- Hold inwards (towards the stage) for the final hit as survival VI.
Also, if you get caught in a Dthrow and think you're about to be Helicopter Kicked, you should DI towards the stage. This is the DI you should be doing as the Helicopter Kick happens, and it also forces them to react to your DI or they miss! On top of this, it also moves you that little bit further from the blast zone, meaning you live longer as well!
If you get caught in
's Fair strings, you'll apparently want to VI down & towards the stage.
Also, @
Jigglymaster
(one of the driving forces behind this character; he definitely knows his stuff) has this to say:
Sometimes when you're at that golden percentage its just better to stay in the middle of the stage even if it means to get hit. Infact you probably want to get hit on purpose so his kill potential tremendously decreases. Like if he's charging at you when you're at the ledge, roll behind him, even if he reads it there will be nothing in his arsenal that will be able to kill you at the golden percentage, and if he does damage you, you exit that golden percentage. So its a win-win situation for you. I know it sounds counter-intuitive to let yourself get hit, but it really works against this character.
Conclusion
In the end, the most important thing to do against Brawler is to stay in the middle of the stage, and even take chip damage until you're out of Dthrow->Helicopter Kick range.
As @
Jigglymaster
stated, if you're at the ledge you'll probably want to roll through him - even if you get punished, you're closer to center stage so you're very unlikely to die and you're that much closer to the percent where
requires a read to kill you.
Also, as
has relatively low range, you'll want to try and space him out with quick, disjointed moves; these apparently give him a lot of trouble!
Reference: Full Discussion
Also, shoutouts to @
Esquire for making his
Brawler Guide - it's where I got a lot of the Mii data from.
And now, the New Topics!
Topic A: How to punish 's Needle Camping (both Default & Penetrating Needles)
- Frame data for Needles (Startup & total frames)
- Who can punish at different ranges
Topic B: Dealing with (customs) : Super Speed, Lightweight, and the "Hallelu-hah"
- General Information on each customs
- Infinite Lightweight Glitch (and counterplay: hint, she's on a platform shark her)
- Avoiding the grab (and the Jab1->Grab)
So... yeah. Sorry this was so late, I'll do my best not to let that happen again. Again though, if anyone is willing to help me with this it would be extremely helpful!