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Super Smash Bros. Brawl(er) - A Mii Brawler Guide and Analysis

Super Smash Bros. Brawl(er) - A Mii Brawler Guide and Analysis

Game Versions
Smash 3DS, Smash Wii U

Hello all, and welcome to my Mii Brawler guide for Super Smash Brothers for Wii U/3DS! I'm Esquire, a Smash fan who has been playing since Super Smash Bros. 64 and who has been a competitive player since Super Smash Bros. Brawl. This guide was created to introduce Mii Brawler to the community, a character with many faces and many traits. I will be attempting to explain everything from the basics to techniques within this guide, and my hope is that players both old and new will be encouraged to try out this powerful pugilist!

VERSION: 1.0 (as of Wii U Patch 1.0.1/3DS Patch 1.0.4)

- Expand the "Advanced Techniques" section.
- Add a "Character Match-Up Directory" section after APEX/more data is gathered.

1. Making a Mii Brawler!
------ Which is the best Mii Brawler for competitive play?
2. Pros and Cons of the Mii Brawler
3. An Overview of Mii Brawler's Moves
------ A. Normals
------ B. Aerials
------ C. Grab/Throws
------ D. Specials
------------ Which Specials are best for competitive play?
4. Advanced Techniques
5. FAQ

You've turned on your Wii U or 3DS, popped in the disc/cartridge for Super Smash Bros., and are ready to pummel the heck out of your foes. As you browse the character select screen, you notice a character box with three generic Mii Fighters in it, and it intrigues you. You want to bring in your favorite characters outside of Smash into the fight with you, be it for competitive reasons or just for your amusement. Batman beating up the Smash characters with his bare fists? The fictional Terminator beating up on the real-life Terminator known as Mew2King? That all sounds great!

However, how would you even begin to create a Mii Fighter? Their size and shape are not only visibly different depending on the creation, but their height and weight also affect how they play in the game. There's also three variants to choose from - Brawler, Swordfighter, and Gunner - which makes the choices even more complicated. However, fear not - this guide will give you some insight as to which Mii variants are the best to chose from, plus all the positives and negatives of the variable differences between Mii styles. (NOTE: This guide obviously covers the Mii Brawler only, and not the Mii Fighters in general, so this section will be focused on only the Mii Brawler's optimal size, not the Swordfighter's or Gunner's.)

First thing is first: THE HEIGHT AND WEIGHT OF THE MII ARE THE ONLY THINGS THAT AFFECT HOW A MII WORKS IN BATTLE. The face, hair, and other customizable features do not affect a Mii's performance. They only affect the visual representation of the Mii. So feel free to make any Mii you want image-wise! Where Miis get tricky, though, is when their height and weight are calculated in Super Smash Brothers. There are literally thousands of possible combinations of height and weight (2,916 to be exact), so it may seem futile at first to even attempt to create a guide for the Mii Brawler.

Fear not, though! It is as much impractical to consider all variations of Miis as it is to actually use in-between variations in battle, so the competitive community has narrowed down general size selection into three categories per bar: Tall, Medium, and Short for Mii heights, Fat, Average, and Thin for weights. Short and Thin represent a Mii that's put all the way to the left of their respective bar, while Tall and Fat represent a Mii that's put all the way to the right of their respective bar. Medium and Average is when the cursor is exactly in the middle of the bar. Together, that makes seven potential combinations to choose from. With that figured out, the next step is to find out what the differences between the height and weight of Miis are when it comes to on-the-field play. Luckily, we have that information too! Below are the differences between Miis who are Short or Tall, and between Miis who are Thin or Fat:


~ Their attack, grab, throw, and Special animations.
~ The same face/head visually.
~ Their falling speed and fast fall speed.
~ The amount of damage they take.

+ Faster speed (affected greatly).
+ Higher jumps.
+ Less cooldown on attacks (attacks recover quicker, less landing lag).
+ Smaller target (harder to hit).
- Slightly less knockback on attacks (1% difference).
- Less reach on most attacks (not all).

- Less roll distance on dodges.

+ Slightly more knockback on attacks (1% difference).
+ Greater reach on most attacks (not all).
+ Greater roll distance on dodges
- Bigger target (easier to hit).
- Slower speed (affected greatly).
- Lower jumps.
- More cooldown on attacks (attacks recover slower, more landing lag).

+ Faster speed (less affected).
+ Higher jumps.
- Lighter weight (easier to KO).
- Does 1% less damage (generally).
- Less hitstun on attacks (very slight).

+ Heavier weight (harder to KO).
+ Does 1% more damage (generally).
+ More hitstun on attacks (very slight, but important for some combos).
- Slower speed (less affected).
- Lower jumps.

- As you'd expect, right in the middle between variants.


Hooray data! Now that this has been established, it's time to answer the key question pertaining to Mii Brawler: What's the optimal size/weight combination for a Mii Brawler? Good question! Let's break down the potential choices and pick which ones work best for the knuckled KO'er.


TALL/FAT: Tall and Fat Mii Brawlers are the heaviest and largest of the variants. As such, they are harder to KO and have superior reach thanks to their big bodies. Furthermore, they have the highest damage and knockback potential of the Mii Brawlers. However, Tall and Fat Miis have a ton of downsides. They're extremely slow and can't jump high, which means that mobility is a weakness, plus Mii Brawler will struggle to recover (which as we'll go over later is a vulnerable point for Brawler to begin with). Their recovery animations after attacks and landing lag are painfully slow as well. In a game where mobility and speed is king, this variant struggles. NOT OPTIMAL.

TALL/AVERAGE: Not really used, generally seen as inefficient compared to Tall and Thin Mii Brawlers. NOT OPTIMAL.

TALL/THIN: Tall and Thin Mii Brawlers are a bit like Tall and Fat Mii Brawlers in how they operate, but are more mobile at the cost of weight and damage potential. Even though mobility is much improved, the only real benefit of this build over other builds is increased range, which doesn't amount to a ton of differences when compared to even Medium builds. NOT OPTIMAL.

MEDIUM/AVERAGE: As this build suggests, this is the "middle ground" of all the options. It is also middle ground in terms of efficiency. However, this build is important to note as some tournaments only allow Medium and Average Brawlers only, so keep that in mind. With that said, Medium and Average Brawlers are perfectly viable. They are tall enough to do what Tall Miis accomplish (ie. hit people on Battlefield's lower platforms from below) while also being decently fast and having acceptable recovery times. Can't complain about average weight and KO potential either, even if not optimal. VIABLE.

SHORT/FAT: Weird combination, but quite effective in practice. Being Short matters more to mobility than being Fat, believe it or not, so the Short and Fat Brawler essentially gets the highest damage output and heaviest weight possible for such a small, fast character. Mobility is affected, but it's still faster than even Medium and Average Brawlers. Jump height is lower than some Thin builds, but that also means that SH's are lower, which helps with combos in some situations. (NOTE: Lower jumps also work the other way around, as lower full hops force you to double jump quickly for some combos). Short and Fat Miis also have greater hitstun, which results in more "true combo" opportunities out of aerial and DThrow combos. Reach is one of this Mii's only weaknesses, albeit a major one. Overall, though, this is probably the most balanced of the optimal variations for Mii Brawler. OPTIMAL.

SHORT/AVERAGE: Not really used, generally seen as inefficient compared to Short and Fat Mii Brawlers. NOT OPTIMAL.

SHORT/THIN: This is by far the most mobile of all the Mii Brawler variants, and it's not even close. This build has a run speed that's as fast as Captain Falcon, the fastest walk speed in the game, and a regular jump + air mobility that lets it jump from one end of Final Destination all the way over to past the other ledge. It can almost reach the top of the Battlefield platforms in its first jump. The combo potential thanks to its mobility is unreal. It does have a very high short hop (SH), though, which isn't great (but not nearly a trade-off worthy to counter its mobility). Damage output and knockback output is lowest in the variation pool, but since differences are limited to about 1%, it's not enough of a drawback to mitigate the absolutely bonkers mobility. It's not always easy to control the Short and Thin Mii Brawler, though, so utilizing its amazing mobility takes some practice. It's also the lightest of the options, making it easier to KO. Reach, like all Short Mii Brawler variants, is a big weakness. This is generally the preferred variation for competitive players, although Short and Fat Mii Brawler has its benefits. OPTIMAL.


So, in short (no pun intended), Short/Thin and Short/Fat Miis are considered the optimal variations for Mii Brawler, with Medium/Average being viable if forced. Your choice in which optimal spread is best for you boils down to this: do you want the most mobility and recovery possible (Short/Thin), or do you want to trade some of that for some other useful qualities like heavier weight and increased hitstun for combos (Short/Fat)? Now that you've taken a look at the advantages and disadvantages of each type, go ahead and make your perfect Mii Brawler!

Obviously, considering that we're going to want the best Mii Brawler available for competitive purposes, this guide is going to be covering the two optimal spreads (the two optimal Short variants) as opposed to all seven variants. Specifically, we'll be looking at Short and Thin, but Short and Fat generally applies to most of this analysis as well.

  • Extremely mobile. Good mobility on the ground and in the air, can easily space itself for combos. Jump height and aerial speed are among the best in the game.
  • Rush down game is intense. Puts pressure on opponents quickly with strong aerials and footsies.
  • Throw combo potential is significant. DThrow combos into a ton of options for good damage. Grab game is excellent.
  • Aerial options are among the best in the game. Damage is overall high, active frames are long, and combo potential is extremely high. Some KO potential.
  • Custom moves offer viable kill options and give Mii Brawler varied recovery and rush down options. Viable UpB options are extremely powerful and kill at low percents.
  • Smash moves have great knockback and relatively quick start-up times. High damage.
  • Best recovery options are fairly predictable and lack vertical height. Hard to "go deep" offstage reliably.
  • Reach on normals is below average. Doesn't struggle to make up space, but often gets trumped by characters with longer normals badly. Can't hit opponents on some platforms like taller characters.
  • Recovery on Smash attacks is exploitable, particularly FSmash.
  • Has trouble against characters with disjointed hitboxes and good mid-range zoning options.
  • Has trouble against some characters with particular projectiles.

Mii Brawler is a CQC specialist who excels at both dishing out ample amounts of damage and applying offensive pressure through his surprisingly versatile kit of moves. As an offensive juggernaut, Mii Brawler excels at whipping up excellent combos against his opponents, with tools that allow him to move all over the stage and pop out quick hits successively. His combo enders are also absurdly powerful, capable of knocking out opponents at absurdly low percentages. Mobility is also a strength of the Mii Brawler, and the Mii Brawler is capable of approaching most characters with ease.

While there are a lot of positive qualities for Mii Brawler, there's some drawbacks that keep Mii Brawler from overpowering the cast with his crushing moves. The reach on his attacks are very short, meaning that he struggles against opponents who can space him out and keep him away for long periods of time. Lacking a traditional projectile and a way to defensively deal with projectiles, Mii Brawler has to be careful against long-distance attackers and must carefully construct his approach in order to win.

With a powerful blend of speed, power, and mobility, Mii Brawler can quickly end a fight within a few minutes. Players who thrive on offensive tactics and offensive pressure will certainly find Mii Brawler to be a keen ally. While other characters have swords or arrows, Mii Brawler finds comfort keeping his foes within the palms of his hands - literally!


Jab and Dash
- AA combo: Fast, can be used as a means to interrupt attacks or start a mix-up. Jab to grab is very effective. Short reach, not a lot of stun.
- AAA Multi-hit: Deals good damage and does good knockback, but is easy to escape as the time in between AA+A is fairly long and reach is short.
- Dash attack: Extremely strong and with a good active hitbox. Most similar to Yoshi's Dash attack, but with slightly less range. Punishable if whiffed or blocked.

- FTilt: Similar to Fox's FTilt, but is less speedy. Decent reach. Can be tilted diagonally.
- UTilt: Extremely similar to Mario's UTilt, but more knockback (and less combo potential). Good reach vertically and a good front hitbox. Can combo into itself on bigger opponents or opponents near 0% damage most of the time. Good anti-air.
- DTilt: Almost identical to Mario's DTilt. Deceptively good reach and damage, plus pops opponent into the air for combo potential. Average in speed.

- FSmash: Has fast start-up and does tremendous damage. Extreme KO potential, capable of killing some characters at ~80%. The ending lag, however, is incredibly slow and puts Mii Brawler at an extreme disadvantage. Should be used as a quick punish.
- DSmash: Has below average reach and deals average damage, but knockback is pretty good and start-up time is fast. Recovery is the best of the smashes, very little. Important to note that the back of the attack is stronger than the front in both damage and knockback.
- USmash: Similar to Yoshi's USmash. Has a manageable amount of ending recovery while dealing average damage. Good knockback, and has a sourspot that ensure a hit on both sides. Quick on start-up.

- NAir: I'd call it Mii Brawler's best aerial, but they're all so good. This is pretty much Mario's NAir, but a bit better. Good damage, sex kick, great priority, and small landing lag. However, the recovery of the move in the air is actually mediocre. Not safe to use offstage as a result. Significantly faster to use the move and land than it is to use the move and wait for recovery in the air. Auto-cancels.
- FAir: Hits twice for good damage. Similar to ZSS's FAir, but with less knockback and more combo potential. Combos well with DThrow at low percentages and keeps combo potential alive. Good landing lag and average aerial recovery.
- UAir: Is a combo move that pairs well with a number of its attacks, particularly UTilt and DThrow. Most similar to Captain Falcon's UAir, but with significantly less knockback (meaning no KO's but more combos). Quick and little lag overall.
- BAir: Deals high damage and has good knockback. Little landing lag. Hitbox is generous. Similar to Falco's BAir, but with slightly less reach.
- DAir: is a spike in the air, similar to Captain Falcon's DAir but slightly less spiking power. Astonishingly low recovery both in the air and to the ground for a spike though. Spiking power is average. On the ground, is powerful, can be used as a KO move.

Grab and Throws

- Grab: Pretty good for a grab. Average to above average normal grab, reaches slightly further than the animation and reach would suggest, but nothing drastic. Dash grab is pretty average. Where Mii Brawler shines, though, is its pivot grab. Extended reach is nice, but the kicker is that Brawler slides a great amount if the grab connects, which positions characters closer to the edge of stages. Really nice option if it connects.
- UThrow: An average UThrow. Does okay damage. Pops people into the air, but far enough where you cannot follow up with a true combo. Besides slight damage, better off using DThrow.
- DThrow: Amazing. This is Diddy Kong's DThrow, but with your opponent popping up in front of you as opposed to behind you. It can also be followed up with a ton of options, including all aerials that aren't DAir and UTilt (at low percentages). Most of your matches will consist of you trying to get a DThrow, so think of it as your bread and butter approach to attacking.
- FThrow: This is a good throw. Does the most damage and knockback of the throws, although KO percentage needed is relatively pretty average. Good throw to get opponents offstage.
- BThrow: Pretty much used for positioning. Good damage, but not very strong and can't be followed up with something.


Neutral Specials

  1. Shot Put - 8/10 - This is a great, unique projectile that takes careful timing and planning to use properly. Extreme damage for a projectile of its caliber. Has three different hitboxes that scale down, going down after each bounce on the ground. Excellent gimping tool, gravity and distance really hinders vertical recoveries. In the air, you can actually freely move left and right during the animation. The iron ball out-prioritizes almost all other projectiles. Recovery after the throw, though, is extremely sluggish. Easily punished if used incorrectly. Should not be used as a traditional projectile, but rather for one-time spacing and gimping.
  2. Ultimate Uppercut - 7.5/10 - Chargeable uppercut that deals good damage and has good knockback. Charging period is about average, but the reward is pretty good. Smashes do similar things, although the needed KO percentage is slightly lower comparably. The key use is for its super armor, enabling it to act as a Counter-esque move and as a punisher.
  3. Exploding Side Kick - 5/10 - Essentially Captain Falcon's Falcon Punch. Can be reversed. Great knockback, more knockback if reversed. Does less damage and knockback in the air. Decent punish move, but comes with same downfalls as the Captain's Punch in that it's slow, situational, and easily punishable.
Side Specials
  1. Onslaught - 7.5/10 - Rushes forward and closes distance well. Has surprisingly good knockback. Activates when opponent is hit or shield is hit. Quick start-up. Average to below average damage. If it misses, leaves Mii vulnerable. Can be used as a horizontal recovery, but goes into fall state after. Key use here is for its surprising KO potential, similar in use to Captain Falcon's Raptor Boost. It's a bit less powerful and covers less distance comparably, but retains its upwards KO power in the air.
  2. Burning Dropkick - 6.5/10 - Chargeable side kick that can act as a recovery. Deals good damage and has great knockback, especially if charged. Recovery has roughly greater distance than Onslaught if uncharged, and important to note that you can act out of Burning Dropkick after it's done. If charged, goes further. Similar to Pikachu's Skull Bash. Ending lag is bad, though, and a bit too long for most of Mii Brawler's recovery moves to take advantage of. A decent option.
  3. Headache Maker - 3/10 - Trying to find a use for this was a headache...it does have decent damage when used on the ground, but knockback is just bad. Next to useless in the air, doesn't even spike. Probably Brawler's worst special move.
Up Specials
  1. Soaring Axe Kick - 5.5/10 - Brawler's best vertical recovery. Outside of that, does decent damage and can somewhat combo into itself as a two-hit attack. Really isn't that great of a move otherwise. Isn't bad, but way out-classed by the other two options.
  2. Helicopter Kick - 9.5/10 - This is a really cool move that can be controlled pretty well horizontally and can be used in many situations. Is a powerful kill move. Extremely good combo finisher. You will get to know DThrow -> FAir or UAir -> Helicopter Kick very well. Spaces well. Good priority, which helps it as a horizontal and (very slight) vertical recovery move. This is the Up Special of choice for the most offensive build of a Brawler. Absolutely crushes big characters and characters that struggle offstage/gimping. Recovery after landing is also short. Lack of good vertical recovery limits vertical recovery approaches, however. Medium-high risk, sky-high reward move. Lack of vertical reach and usefulness of Piston Punch in certain match-ups prevents this from being the obvious choice.
  3. Piston Punch - 9/10 - Imagine Little Mac's Rising Uppercut, but with slightly more vertical distance and slightly more knockback potential. Excellent combo potential, fast start-up, and offers Brawler both vertical recovery and offensive power. One-Inch Punch tech gives Brawler the advantage against lighter opponents. Smaller, lighter opponents hate this move. Not as easy to combo into as Helicopter Kick, and horizontal control during recovery is very small. Recovery after the move is also long and punishable.
Down Specials
  1. Head-On Assault - 6/10 - Similar to Yoshi's Ground Pound, but causes a buried state if opponent is hit into the ground. Thus, is a move with a good reward if used correctly. Is a spike if used in the air. DON'T USE OFFSTAGE. If shielded or if missed, can be easily punished. Not a go-to move, but rather a change of pace offensive option. Don't particularly need this move, but can be useful.
  2. Feint Jump - 8.5/10 - Like ZSS's down special. Has some invincibility frames, gives Mii Brawler a semi-third jump. Can hit the attack button mid-jump for a kick attack that can be aimed either left or right. This attack is surprising strong, but lacks some of the good qualities of ZSS's. A must-have if you're using Helicopter Kick. Always useful to have a third jump regardless. If used correctly, excellent mobility tool that has relatively low recovery time. Takes practice and spacing to optimize.
  3. Foot Flurry - 6/10 - Kind of like Wolf's old UpB on the ground. In the air, it doesn't move and hits downward. Really odd move, doesn't pick up opponents during the ground animation well, and isn't safe enough in the air. Generally inferior on the ground to Onslaught if you're using that. At least it stops momentum if used in the air, so works as an anti-anti-air and approach move. Is pretty situational compared to Feint Jump.
What are the Optimal Custom Set-Ups?

Below are some of the most common Custom Move set-ups for Mii Brawler. While you are free to choose whatever moves fit your playstyle, these set-ups are the ones generally preferred by competitive players and have shown to have the most useful applications.


1122 - Probably the most common Mii Brawler. Helicopter Kick + Feint Jump give Mii Brawler one of the best horizontal recoveries in the game, and enough tools to mix up his recovery approach. Shotput is used for gimping and spacing purposes.

2122 - An alternative to the above spread. Plays identically, but trades out Shot Put as a projectile for Ultimate Uppercut, which acts as a Counter move and is an additional KO move. This is handy against fast characters that don't mind Shot Put as a spacing tool.

1132 - This opts for Piston Punch over Helicopter Kick. Use this spread if you're either looking for some form of recovery from directly under ledges or if you're facing an opponent vulnerable to the One Inch Punch tech.

2132 - 2122 is to 1122 as this is to 1132.

2222 - The APEX spread, if your tournament is allowing Miis but confines them to set movesets (1111, 2222, and 3333), this should be your choice. The only difference between this and standard spreads is Burning Dropkick over Onslaught, which isn't too bad of a trade.


There is a technique in this game called the One Inch Punch (OIP) that involves Mii Brawler's third custom UpB, the Piston Punch. Before I begin, take a look at this video:

(h/t user Float for this video, please check out his content!)

"What the heck happened there?" might be your first question. There is a brief moment in time (about a frame) where the Piston Punch hits opponents for a set knockback number, no matter what damage the opposing player is at. The knockback is always the same at this frame, and damage does not affect it. This technique can result in some early kill opportunities against the cast, depending on the situation. However, it's important to note a few things:

- This technique is similar to Rest, as it must be timed correctly and there is a small window of opportunity to land it correctly.
- The lighter the character, the better this technique works. Lighter characters are knocked further, while heavier characters barely notice this. You're better off hitting most opponents with the full brunt of the attack. As a result:
- This technique IS NOT A GUARANTEED OHKO MOVE. It heavily depends on the character: you can pretty much OHKO Jigglypuff with this and any decent height in the air can KO characters like Kirby, Rosalina and G&W. However, this is laughable against characters like Bowser, and even most medium to medium-small characters are okay against this technique.

With all that said, when it does work, it works wonders. You want to position yourself slightly under your target, and as they're right directly above you, enough to /just/ miss contact, that is when you Piston Punch. The video visualizes this well, and once you practice it enough it should be second nature.

DThrow Strings

Mii Brawler's bread and butter moves revolve around his awesome DThrow and any following combos that can come from the move. Here are a few useful strings to get you started, and you can build on them to help out your Mii Brawler game!

DThrow -> jump -> FAir -> NAir

This is a very basic variant of a DThrow string that works at lower percentages, but pretty effective. FAir hits twice, and if the opponent is close enough to you, NAir bops them for more damage on the way down. As a bonus, the NAir hit can stun them slightly as you hit the ground, allowing for mix-up opportunities.

DThrow -> jump -> UAir -> [Jump if higher in percentage] UAir

A little bit harder to land compared to the first combo, but this set-up is useful if your opponent DI's their character to above your head as opposed to in front of you.

DThrow -> UTilt -> UTilt [repeat until too far]

That's right, the good ol' Mario combo works for Mii Brawler! While it doesn't last as long as Mario's combo, it's still just as effective and can lead to an even greater combo reward. This combo stops at around the 35% mark.

DThrow -> jump -> FAir OR UAir -> Helicopter Kick

If your opponent is near the ledge and is at a decent percentage (~60%), chances are this string can result in a KO. Helicopter Kick is the ultimate string ender, and on some variants, it true combos from the aerial.

DThrow -> jump -> FAir -> FAir [first hit] -> FF land

This is an advanced combo that is particularly effective against opponents at 0% or very heavy characters. FAir is a two-hit aerial that has a very interesting quality that not many people are aware of: the first hit is a very soft spike. The first hit of the second FAir sends opponents to the ground, but keeps them standing instead of knocking them down on the floor. This leads to a grab or attack reset, which piles on even more damage.

Q: Are Mii Fighters allowed at tournaments or on online ladders? If so, which ones can I use?

A: Great question! Unfortunately, there is no blanket answer for this. Mii usage at tournaments, including Mii Brawler, is dependent on the tournament organizer's rules or the website's rules. Make sure you check with the TO or the rule set before you use a Mii Fighter in a competitive environment. What I can tell you, however, is that Miis have been allowed in previous tournaments, and APEX is allowing Miis under specific custom rulesets.

Q: What stages does Mii Brawler work best or worst on?

Mii Brawler, in terms of his abilities, doesn't really have any stages that hinder his job. Stages with platforms do give Mii Brawlers interesting mix-up opportunities, however, and stages such as Smashville and Town & City provide platforms that move closer to the edges, increasing KO potential for moves like Helicopter Kick.

Q: Your guide seems pretty restricted to certain Mii sizes and/or custom moves. What if I wanted to use a Mii with specs that aren't recommended or listed?

A: Feel free to use any Mii variant you'd like! This guide includes specs and data on all the potential sizes for Miis, even if the exact size and weight isn't listed. If you want to create a Mii that's in between Tall and Medium, for example, that's fine. You can still use the data in this thread as guidelines for what to expect your Mii Brawler to behave like. Just keep in mind the venue in which you're using Mii Brawler, as there may be specific rules in terms of customization.

Q: "Customizations are banned." "Miis were banned at my local tournament, your guide is off." "Mii Brawler is overpowered, this guide is useless because it'll be banned."

A: Please refrain from comments such as these. This guide is meant to introduce newer players and competitive players to a character that's starting to see usage in all aspects of Super Smash Brothers. If you have something against Miis or the Mii Brawler, you are entitled to your own opinion. Keep in mind, however, that this place is not to post these viewpoints, but to rather gain more insight on Mii Brawler as a character. Thank you!
First release
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4.83 star(s) 18 ratings

Latest reviews

you missed some key stuff that the mii brawler has, such as combos, other techs, and whether each move is sheild safe, i gave you a higher star then i should have but still its a good guide
Now I now what I can do for mii brawler
I thought I knew how to play the Brawler. I was wrong. Now, I actually do know how to use the Brawler! (Does that One Punch thing still work?)
Hi there! Thanks for the review.

The One-Inch Punch tech has been nerfed since the creation of this guide (which was actually many patches ago). While the tech still exists, its knockback was significantly reduced, making it ineffective at KO'ing if done correctly. In fact, those who use Piston Punch must now watch out to /not/ activating the tech, or else they could miss out on a KO. For that reason, Helicopter Kick is often cited as the preferred recovery option.

I will adjust this guide soon to better reflect the most current iteration of Brawler.
Complete and detailed guide. Great job! It really helped me understanding how powerful this character can be.
Really Excellent guide,extremely easy to understand.Great Work!
I've been wanting to pick brawler up, and feel that this guide is going to make that much easier. It was well written, detailed and thorough, yet simple enough for anyone to understand. Easily one of the best guides I've had the pleasure to read.
Thank you for showing this guide.
I love the style of this guide and how clearly it was put together despite such a spread of information regarding the different builds of Mii. There's some info missing though, maybe because the author doesn't know about it or the guide needs update, but overall well worth the read for people who are interested in learning how to play or play against Mii Brawler.
Thank you very much for the rate!

Could you be more specific as to what information I've missed? If you're talking about the rules for APEX, which were changed when I was creating this guide, I will be editing that soon. If you're talking about some more AT or gameplay tips, I will be making an update for that post-APEX. Feel free to shoot me a PM if you have something I glanced over, though!
This is the best guide on this character that I have seen so far.
Thank you very much, means a lot!
Awesome, lots of detail. I can't wait to try this stuff out!
Thanks for the rate! Let me know how it goes, glad to have another Mii Brawler aboard.
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