N. BRIO
Dr. Nitrus Brio is one of many mad scientists from the Crash Bandicoot series. While he was second under Cortex in the original game, after Cortex’s first defeat Brio was actually intelligent enough to wise up and try something different, unlike the usual mad scientist. In the second game, N. Gin replaced Brio as Cortex’s right hand man, and Brio was actively trying to –stop- Cortex from taking over the world. Convincing Crash to gather the power gems to power his machine, he was able to blow up Cortex’s base. . .And then Crash just walks away like an idiot afterwards with Brio still having the gems. . .Considering he’s not seen for 2 games and the fact he actually realizes Cortex’s plans are doomed to fail, it’s doubtful he was jut wasting all that time with the Gems, and he’s still very much so evil, what with him fighting for Uka Uka in Crash Bash.
N. Brio is essentially a cross between the stereotypes of Dr. Jekyl/Mr. Hyde and Frankenstein, as he uses his potions to assume a monstrous frankenstein-like form in his boss fight. While he seems to be quite insane with his speech impediment and completely random bursts of maniacal laughing, he’s actually the most sane of the evil doctors, possessing something that many villains would kill countless innocents to achieve – common sense.
Here’s a link to Brio’s boss fight, from which the core moves in the moveset are taken from.
Here’s the playlist.
STATS
Traction: 10
Aerial Movement: 8
Jumps: 6.5
Movement: 5
Falling Speed: 4
Size: 3
Weight: 2.5
N. Brio’s a ******, much like most of the other evil doctors from the Crash series. His decent movement stats and his aerial movement come from the jets he has on his back – it’s obviously not from those frail legs of his. After all, who physically walks around anymore? That’s only for poor people, clearly. While N. Brio is pitifully light, he thankfully has an excellent recovery to make up for it – he’s in the same boat as Meta Knight in that regard, and Meta Knight’s boat is never a bad one to be in.
SPECIALS
NEUTRAL SPECIAL - TRANSFORMATION
Brio takes out and consumes a green potion, causing his head to turn green and swell up massively to the point it looks like it’s going to explode. . .And all of a sudden it seemingly does as an explosion appears and obscures N. Brio. When the dust has cleared, N. Brio is in Frakenstein monster form.
This transformation process is significantly faster than it sounds, at least three times as fast as the laggy transformations of Zelda and Pokemon Trainer. . .Though that’d probably be because the game disc doesn’t have to load a full moveset for N. Brio’s alternate form, as he only has eight total moves. N. Brio’s alternate moveset is listed after his main one.
Either way, you get 10 seconds to play as N. Brio’s alternate form before he laggily transforms back with terrible ending lag on par with Jigglypuff’s Rest – hopefully you smashed the foe away before then. This form is crucial for N. Brio, as he’s far too lacking in power without it. While N. Brio is immune to hitstun in this form, mindlessly turning into it will only spell out disaster as you get punished during the horrific ending lag as you turn back to normal, as this form has absolutely pitiful movement speed due to the transformation only buffing up Brio’s arms and leaving his legs small and scrawny. You need to get on top of the foe in your regular form before transforming, as otherwise foes will easily stay out of the monster’s range.
DOWN SPECIAL - SLIME
N. Brio throws a green potion down at his feet with a brief bit of lag, or straight downwards if he’s in the air. On contact with the ground, the vial shatters and the liquid within the vial expands until it’s the width of 1.5 Bowsers over a second and gains a small bit of mass. Both Brio and foes who wander into the slime on the ground will get caught in it and have to escape at half the usual grab escape difficulty, but they can still attack as normal. Turning around will cause them to get more entangled in the goo and increase the grab escape difficulty by 25% of the usual difficulty, and jumping will cause foes to almost instantly be brought back down onto the goo – enjoy the landing lag on your aerials. Players can move up to half a Battlefield Platform away from the goo if they dash, but if they attempt to dash further than that they’ll dash in place, getting snapped back to the slime when they do. Getting snapped back to the slime increases the escape difficulty by 50% of the usual. The slime is destroyed when a foe escapes from it, and foes are immune to all slime for 2 seconds after they escape a chunk of it. Foes who are unlucky enough to enter their prone states while on slime won’t be able to perform any actions other than their get-up attacks (Which fail to make the foe rise) and have grab escape difficulty doubled. If foes roll into slime while in their prone states, they won’t get up at the end of the roll and will remain in their prone states, getting grabbed by the slime.
While it’d be easy enough to cover the entire stage in the slime, creating more slime as foes are already stuck in some you have out, you are limited to only covering 75% of the stage in slime, any slime you create beyond that point destroying your oldest slime. Foes will typically gravitate towards the part of the stage you –don’t- cover in slime, being a good way to lure foes in to unleash your Frankenstein Monster form.
However; the slime doesn’t just sit where it was created for the whole match, as the slime is alive much like in Brio’s boss fight. Inputting Down Special as a Smash causes all of the slime on the ground to leap forward a Bowser off the ground and go forward a Bowser width in the direction Brio is facing. If you jump through it, you’ll be weighed down by it and get stuck to the floor when it lands, and if you just stand there like a sitting duck you’ll enter your prone state. The slime laggily does this over 2 seconds, but Brio is free to move as soon as the attack starts.
While this attack may seem very powerful, one must keep in mind that Brio is just as vulnerable as the foe is to this slime, and thus has to play very cautiously to avoid getting caught in his own trap. That said, if he gets caught in the slime and there’s no slime to one of his sides, he can just turn his back to that side and have the slime jump off of himself.
UP SPECIAL – JET PACK
The backpack N. Brio uses for movement shoots out more fuel than usual, giving him free-flight for 5 seconds with movement speed on par with Dedede’s dashing speed. Unlike Pit, N. Brio is not left pathetically vulnerable during this attack, able to use any of his specials, aerials, and his grab while flying around with hit jet-pack, and this doesn’t even put him into helpless. The jetpack recharges slightly faster than Rob’s, but dashing, jumping, and various moves that involve the jetpack propelling Brio about, will cause the fuel to recharge less quickly. With –zero- fuel, the moves involving the jetpack cannot be used, but Brio can still dash and jump.
This move enables N. Brio to both flee as he covers the stage in slime at the start of the match briefly, as well as have his monster form drop down on top of the foe, as with its pitiful jumps the monster form can’t get into the air otherwise.
SIDE SPECIAL – BRIO BEAKER
Brio tosses forward a red potion in a typical lobbing arch-like arc, it landing a Battlefield Platform away if Brio performs this move on the ground. On contact with anything, the potion explodes in a Wario sized explosion, dealing 7% and weak set downward knockback – hopefully just enough to send them downwards into some slime they were attempting to jump over.
While the range on this move may not seem like it’s enough for Brio to camp, the higher in the air he is the farther the potion can travel before it hits the ground, increasing the range of the move significantly. Brio will be using this to force approaches more than just blatantly camping for damage, though that’s still a perfectly valid option when he can just use his jetpack to hover over the slime while the foe has to jump over it.
STANDARDS
NEUTRAL ATTACK – BLAST BACK
N. Brio takes out his ray gun, after which you’re able to angle the move in any direction, N. Brio not yet actually shooting – N. Brio will turn to face the proper position if necessary, being able of shooting directly behind where he was initially, or turn to face the screen to cover his hurtbox. Press A again to have Brio shoot for a single hit of 5% and very weak set knockback, while Brio gets propelled backwards from where he shot a Kirby width. Brio doesn’t exit this stance after shooting once, you being required to press any button other than A to do so. Aimed downwards, this can propel Brio into the air, and during that time you can use aerial DI to move him left and right. Aimed at the camera, this will propel Brio into the background for a brief spot-dodge, covering the end-lag before you can continue blasting again – of course, the range on this move isn’t too good, foes have to be overlapping with Brio when he aims it at the camera, so that’s not as good as it sounds. Either way, the small set knockback of this is more than enough to push a foe into slime, and the potential for dodging and spacing yourself with this move makes it superb for such close combat on an island in a slime sea where both you and the foe are simply trying to poke each other off.
DASHING ATTACK – HIT AND RUN
N. Brio continues blasting along with his jetpack like he does in his dash normally, but turns around and fires backward at the foe with his ray gun for as long as you hold the button, meaning this attack will have you keep dashing for as long as you hold the button. Quite frankly said attacks never should’ve died out because they’re awesome, regardless of what Junahu would have you believe. There’s .1 seconds of lag in-between each blast of the ray gun, and each blast does 5% ad flinching. Obviously Brio is vulnerable from the front during this move, but this is a good escape move that you can use before the stage is covered in slime so that you –can- cover it in slime.
This attack has a secondary use for when you accidentally get caught in your slime, which inevitably –will- happen at some point no matter how skilled you are. Remember the rules about dashing against the slime? When somebody reaches the maximum distance they can run away from the slime, they can still technically run in place to stop from being snapped back to the position of the slime. With this attack, Brio can stay away from his initial position while not being entirely defenseless. Furthermore, if he –is- snapped back to where the slime originally grabbed him, he’ll be a hitbox that does 8% and some slight knockback in the direction Brio is going. If you’re running towards dry land the foe is on, you can potentially drag them back with you, and this also works as splendid move if both you and the foe are caught in slime.
FORWARD TILT – TRIP
N. Brio extends out his leg a Wario width in a typical position to try to trip foes. As the leg first pops out, it has an active hitbox that deals a pitiful 2% and flinching. However, if a foe dashes past Brio’s leg, they’ll trip into their prone state. No, Brio can’t force foes to dash directly, but if foes want to move away from where they’re stuck in slime they have to dash, not walk. N. Brio can hold the move out for as long as he wants and the lag is minimal on both ends, though ending lag –does- exist.
UP TILT – JET SPIN
Fire blasts out of Brio’s jetpack to quickly propel him upwards a Ganondorf height, then falls back down towards the ground at half his normal falling speed as he spins around rapidly, able to use his good aerial movement as he does so. A constantly active hitbox on the move is the fire coming out of the jetpack which does 8% and weak downward knockback, but Brio’s body is mostly a hitbox as he spins around when his back is to the camera, his jetpack dealing 6% and weak get away knockback. Brio spins around too quickly for the vulnerable frames of his hurtbox to really apply – if anything they’re a good thing to bait a stupid foe into trying to hit you only to get hit as your jetpack spins around.
This move is the closest thing you get to a shorthopped aerial, as all of your actual aerials are, god forbid, meant for use in the actual air. Shocking, I know. This move is useful to hop between two separate islands in a slime sea and potentially knock a foe stuck in the middle down into the slime. This move is also good used in tandem with making your slime jump about the stage – use this move to both escape the slime, -and- immediately go into the air after the slime comes down to keep a hitbox active in the air at all times to catch an air dodging foe.
DOWN TILT – ENERGY SHOT
Brio aims his ray gun at the ground in front of him, then lets out a single blast that does 7% and puts foes into their prone state. This has low beginning lag but fairly high ending lag. Foes you’re trying to hit with this will typically want to move back from the hitbox to punish your end lag, but if the foe is on slime they’ll have to turn around to do so, increasing the time they’re stuck in it. Still, foes still have plenty of time to punish you. . .But if you predict they’re going to do this, simply choose to charge the move – with .4 extra seconds of charging, the blast travels along the ground a Battlefield Platform as a projectile, having the same properties. The projectile is too big and slow moving to dodge, and foes can’t jump over it due to their falling speed on the slime. Foes –can- time a roll past it, but these rolls will typically cause the foe to turn around and/or make them move away further than the max distance they’re allowed away from the slime, increasing the duration of the grab.
SMASHES
FORWARD SMASH – CHEMICAL REACTION
For the charging animation, N. Brio takes out both a red potion and a green potion, then starts pouring the contents of one of the red potion into the green potion, then does visa versa. He does this repeatedly, mixing the contents of the potions around. Upon releasing the charge, N. Brio smacks the two potions together, causing an explosion the size anywhere between that of Kirby and double Bowser’s size. The explosion deals anywhere from an absolutely adorable 3% up to an impressive 30%. The move puts foes in their prone state if the charge is under 25%, instead starting to do knockback when it reaches over that line, killing foes at 120% at max charge. In addition, Brio is knocked backwards from the blast 1-5 Battlefield Platforms –very- quickly, his body a hitbox that deals 2-15% and knockback that kills at 250-160%.
Brio is far from vulnerable while he’s charging. If hit from the front while holding these two potions (Including the start lag of the actual attack), the chemical reaction will happen instantly, Brio taking no knockback from the foe’s attack, only the pushback from the explosion. If hit from the back or grabbed, Brio will take the knockback/get grabbed but drop the potions he was brewing, causing the explosion to happen on the ground where he was standing and more likely than not hit the foe. In addition, Brio has superarmor against all projectiles that deal less than 10% during the charging. While smacking the potions together –is- a direct way of putting the foe into prone uncharged, it’s a fairly laggy attack and the more feasible way of hitting with the move is to use it as a counter to hit the foe and put them in their prone state. If the foe predicts correctly and doesn’t hit you, don’t just release the move to get out of the charging – hold out the charge to either fly into the foe as a powerful hitbox or to flee. Because of your ability to do this, foes will want to try to knock you out of the charging animation as soon as possible. While this means they’ll probably get hit, the move is very, very weak without charging and foes will typically be willing to take the hit to prevent you from just fleeing and continuing to camp. Yes, characters with long melee range can hit Brio out of this at a long enough distance to not get caught in the blast, but if have your back turned to the foe you can anticipate their attack and launch yourself at them as they take their sweet time getting their spacing perfect.
UP SMASH – ENERGY TRAIL
N. Brio turns to face the screen and shoots with his ray gun, then has it start blasting as he waves it a rainbow arc over his head. This attack is quick to start, but has a decent duration and some ending lag, though the hitbox lingers on during said ending lag. The blast from the gun does 13-23% and good hitstun to cover up Brio’s lag if the foe got immediately hit, and enough for Brio to hit the foe with something if they got hit during the end lag. The application of this move is fairly obvious – godlike disjointed anti-air. Use it when you’re on a little island surrounded by slime that the foe wants to be on to lock them out.
DOWN SMASH – ENERGY DRILL
N. Brio points his ray gun to the ground, then starts blasting with it as he spins around in a circle. This is a good general crowd control/GTFO move like actual Brawl dsmashes, and covers a Kirby width to either side of N. Brio. Contact with the ray gun blast does 14-24% and knockback that kills at 180-150%. As a simple GTFO move, this is best used to defend an island in a slime sea you’re on if it’s small enough to be covered by this move, though usmash is generally preferred due to foes typically approaching from above. If nothing else, this move is a tad faster.
This move has a more specific use on drop-through platforms, though, which Brio otherwise hates as they both make the stage far more awkward to cover in slime and give foes an easy way to approach over it. If used on a drop-through platform, Brio will drill through the platform in a circle shape with his ray gun. Using this twice on a Battlefield Platform will leave next to nothing to stand on, but you can use this more actively than just destroying the platforms – all slime on a platform that you saw through will fall out through it, being an active hitbox as it falls. While Brio has to be in the slime to do this, he jets upwards forcefully, using 40% of his jet charge, getting out of the slime as the piece of the platform falls and automatically entering his Up Special.
AERIALS
NEUTRAL AERIAL – JET FLARE
N. Brio turns to face away from the camera, then mass fires starts coming out of Brio’s jetpack, creating a constant Kirby sized hitbox that does 4 hits of 1% and flinching per second that lasts for as long as you hold the move. The weakness of such multi-hit moves, typically found on the jab input, is that foes can just walk away and you can’t pursue them, but you –can- pursue foes with this move in your Up Special in order to try to push foes towards your slime. Sure, foes can fastfall to get away, but if you use this move correctly that can also push foes into your slime. This can also be used to try to chase foes stuck to the slime on the ground – foes will have to turn around in order to run away from you, increasing the duration of how long they’re stuck in the grab. You can also try to push foes farther away than the max distance they’re allowed away from where they’re stuck in slime to increase the time they’re stuck even further as they snap back to it. This move is very good and lag is minimal on both ends, but keep in mind the hitbox doesn’t cover Brio’s entire hurtbox, meaning you will always lose when it comes to clashing this move against other ones.
FORWARD AERIAL – JET BOOSTER
After some legitimate start-up lag (Rare for Brio), Brio jets forward at an incredible speed rivaling Captain Falcon’s dash. He can’t control his movement during this time beyond very slight control over his vertical movement, but he –can- use his Specials outside Up Special as he jets forward at lightning speed, enabling him to easily cover the stage in slime as he jets on by or camp at foes as he flees. Unfortunately, this move uses up your fuel at triple the rate of your Up Special, and canceling out of this move has significant lag during which you’ll still be jetting forward – it’s very easy to accidentally suicide with this move.
This move has no direct hitbox, but if you use Neutral B during this attack, then your jetpack won’t vanish once you complete your transformation. Instead, it will continue jetting forward without you attached to it, using up all of its’ fuel. On contact with anything other than a projectile (Which it will go through, ignoring), the jetpack will explode spectacularly in a Bowser sized explosion dealing 20% and knockback that kills at 100%. This leaves the skies not an option for foes to free from Brio in his monster form as he transforms, and the momentum from the initial part of the attack can enable you to easily approach foes and land on top of them with your transformation. While Brio is more than capable of forcing most foes to where he wants them to unleash his monster form, this is an excellent answer to foes too stubborn to approach.
BACK AERIAL – JET BURST
Brio gets onto his back in mid-air as his jetpack bursts out an eruption of flame at the bottom, propelling Brio backwards half a Battlefield Platform’s worth almost instantly. Brio is a hitbox that does 10% with a fire element and –very lightly- meteor smashes foes as he goes by, though it’s just enough to send a foe jumping over some slime down into it. Unfortunately, this move has a decent bit of ending lag to prevent this from being a faster means of movement for Brio or being generally spammable. This can obviously be used as a method of fleeing, but it can also be used to “hit and run”, as even if the foe dodges you’ll be spaced back automatically a decent distance from them due to how the move propels you back.
This is Brio’s only useful aerial when he’s stuck in slime, as his immense falling speed cancels out all the other moves but this one. The fact Brio propels himself backwards so quickly lets him go through the air for a brief bit before the slime pulls him to the ground. At the end of the move, Brio will have crashed down onto the ground, jet-pack first, half a Platform away from where he was stuck in the slime initially. As Brio crashes with the ground, he’ll pin any foes he fell on top of with his jetpack very briefly. Next, Brio will proceed to get catapulted back to his initial position where he was stuck in the slime, and anybody Brio pinned will get dragged along with Brio before he gets back up (His jetpack was stuck to the slime, not him, so he’s perfectly capable of standing). This has the obvious use of dragging foes not in slime in with you when you’re stuck, but if both you –and- the foe are stuck in slime but slightly apart from each other, you can use this move to drag foes away farther than their limit to increase the time they’re stuck grab for when the slime snaps them back to their initial position.
UP AERIAL – SHUTTLE LOOP
N. Brio performs an attack that can only be described as Meta Knight’s Up Special in animation, but the loop N. Brio performs with his jetpack is signicantly larger – Bowser can very comfortably fit in the middle. Despite the increased scope of the move, it’s just as fast, but N. Brio is signicantly weaker and more frail than the god-like Meta Knight, dealing a paltry 4% and light “get away” knockback. That’s not what you want to hit the foe with, though. . .You want the foe to be in the middle of the loop, as a wind effect is generated there that pushes the foe in the direction you’re facing 2 Bowser widths. Excellent for both gimping purposes and for pushing the foe into some slime instead of their intended landing spot.
DOWN AERIAL – BLAST OFF
The fire being emitted from N. Brio’s jetpack suddenly exaggerates and becomes a hitbox that does 2%, but no flinching or knockback. More importantly, this creates a wind effect below Brio the size of 2 Ganons stacked on top of each other, pushing foes downwards at the rate of Dedede’s dash. Brio is propelled upwards a single Ganon at half of this speed. This is obviously useful for gimping foes and pushing them down into slime, but you must be wary, as Brio will take double knockback from any attacks with vertical knockback for the attack’s duration, which is highly dangerous with his low weight. While jumping up at Brio as you’re being forced downwards and he goes up can often result in you never touching him, going out of the move range’s to the side and coming back underneath Brio to hit him with a uair can work, or perhaps just using an Up B to move up at Brio as you’re attacking him. If you’re towards the bottom blast zone with the foe, you can take advantage of the increased knockback for them to knock you back up to the stage.
GRAB-GAME
GRAB – MAGNET GUN
N. Brio flips a switch on his ray gun, then holds it out in front of himself with both hands as a blast comes out of it. The blast has the range of a Kirby width in front of the gun, and the gun is a Kirby width in front of N. Brio’s hurtbox, giving him a decent ranged grab. Anybody hit by the “Blast” will be magnetically pulled towards N. Brio’s gun and become stuck attached to it. With the magnetism of the gun holding the foe’s weight, N. Brio can move and jump around as normal. The foe is immune to all attacks while magnetically attached to his gun, as he holds the gun as his side, the foe being in the background, though they –will- be hit by moves involving Brio’s gun, though they knock the foe out of the grab. Brio can still set up slime and reposition himself as he wishes during this time, but inputting Neutral B will instantly release the foe from the grab though. In order to execute a throw, input Z and the direction of the throw you want to use - pummel is Neutral Z. While fair can help you in getting off-stage faster to gimp a grabbed foe easily, keep in mind it uses up almost all of your fuel meaning you probably won’t be able to get back to the stage yourself.
PUMMEL – TAUNT
Brio laughs manically (Which, by the way, he also does at complete random, not interrupting other moves, once every 30 seconds on average) as he flips a switch on his ray gun, causing the magnetism to weaken slightly and the foe to levitate in mid-air in front of Brio ever so briefly, before he turns the magnetism back on, refreshing the grab timer on the foe. During this brief moment, the foe can hit Brio with an aerial aimed at him (It’s random if they face towards or away from Brio) to knock him out of this. . .But if they’re button mashing mindlessly to get out of the grab, it’s pretty likely their button mashing will cause them to do an attack away from Brio, putting them in lag to easily be re-grabbed. This attack has VERY little starting lag, meaning you essentially have to anticipate it in order to hit Brio out of it unless you just get lucky. This move is typically too risky to be of much benefit on its own, but if you feel ballsy the extra grab time can help you net some very early KOs with uthrow or help making setting up early in the very early phases of your game. More importantly, if you use this move at all foes will be more hesistant to buton mash wildly, passively giving your grab a longer duration.
While you can make this move more unexpected by doing it while the foe’s grab timer still has plenty of time left, you can only use this pummel once per “real” grab, your pummel being delegated to a generic blast with 2% and average speed until you get in another grab afterwards.
FORWARD THROW - BODY SURF
N. Brio charges up a decent sized blast from his ray gun as he points it diagonally downwards, then zaps the foe for 10%, causing them to be knocked into their prone state and slide forwards 1.5 Battlefield Platforms. After this point, Brio hops onto the foe’s back, the foe getting dealt 3 extra hits of 1% as they slide. Any foes outside the main victim hit by your human surfboard will by dealt 8% and knockback that KOs at 165%.
Why not try using your surfboard on some actual liquid rather than just on land? If Brio surfs the foe into some slime, then they’ll become stuck to it but slide on as if they were dashing. When they get the maximum distance away from the slime, though, they’ll be snapped back to it and become stuck to it in their prone state. Brio, not being attached to any slime, will unfortunately go flying backwards 2 Battlefield Platforms, unable to capitalize on the foe’s prone state unless they have exceptionally high damage. If nothing else, though, this can be used early game to slide the foe into a small chunk of slime so you can set-up more.
If the foe never comes into contact with slime but is close to it, this can lead to a decent tech-chase. To respond to a get-up attack, use your jab to propel yourself into the background to dodge the attack then zap the foe, or simply have the slime jump towards you both to cover the both of you – the foe will be stuck for 4x as long as you due to being in prone, so it’s worth it. If you predict they’re going to roll away, throw a potion in that direction. Considering the potential consequences of rolling away are much less dire, this becomes easier to predict.
BACK THROW – AMBUSH
N. Brio releases the foe, then swipes the foe with his gun and blasts them as he does it, dealing 6% and flinching and turning the foe to face him. Brio proceeds to move around behind the foe and blast them again, repeating the process, then does so twice more after this time for a total of 4 blasts. After the very first shot, the foe is free to move around as they please, but Brio is somewhat hard to punish out of this due to him moving about through the background to get into position for his next shot. That said, this is easily avoidable if the foe is on solid ground. . .But if the foe is on slime, not only will this be very hard to avoid, foes will be getting turned around repeatedly to increase the duration they’re stuck. If foes want to get out early, they’ll have to turn around of their own accord and attempt to hit Brio out of the move as he comes to shoot at them. . .You’re helping him do his own job, and Brio’s blasts in this move have transcendent priority, so he’ll still hit you one last time even if you knock him out of the move.
UP THROW – RAPID BLAST
N. Brio blasts the foe with a regular blast from his ray gun, dealing 3% and knocking them off of it with 1.5 Ganondorfs worth of set knockback, then immediately follows them up into the air with his jet-pack to repeat it. . .And again and again. N. Brio zaps the foe 4 times for a total of 12%, and when the throw ends both Brio and the foe are 6 Ganondorfs off the ground. More importantly, the foe is in their footstooled state until they touch ground, meaning they’ll enter their prone state when they land assuming you don’t knock them out of this. . .So how can Brio influence where the foe lands without interrupting their footstooled state? The wind effect in uair would like to have a word with you.
If you take the foe off-stage after you’ve grabbed them and go more than 6 Ganondorfs below the stage, you can abuse this throw for a cheap KO, but you can’t keep the foe grabbed for such a stupidly long time until they escape the move anyway unless they’re at equally stupidly high percents. On the other hand, a more practical use of this for KOs is just using it off-stage period, which becomes even more juicy if you have slime at the edge for the foe to fall into should they survive. This can also work as a suicide KO off the top blast zone, but Brio actually flies upwards faster than the foe takes knockback, meaning he’ll die first.
DOWN THROW – LEFT TO ROT
Brio non chalantly angles his gun downwards and simply turns off the magnetism on his gun, releasing the foe with no damage dealt. This is a very quick throw and the foe immediately gains control of their character with no hitstun, so the foe’s button mashing to try to escape the attack will probably cause them to do a random attack and give them some lag. Don’t worry about them actually hitting Brio with said attack, as he jets upwards half a Ganondorf very quickly after releasing the foe. The applications of the move are obvious – place the foe in slime or off-stage and call it a day, there’s hardly much effort involved. Getting the foe stuck in slime isn’t much of an accomplishment, it’s getting them stuck in prone while in slime that reaps the biggest rewards.
FRANKENSTEIN MONSTER FORM
Brio’s monstrous Frankenstein-like form is quite a sight to behold. You only have 10 seconds to play in this form and you’ll be dead if the foe is anywhere near you when the time is up, so you’d best make sure they’re well off the stage during this time. You don’t have to worry about dying until then, though, what with your weight and your immunity to hitstun – just make sure the foe doesn’t get away, as you have no real means of chasing them. Unlike what the picture would imply, N. Brio’s stance in this form isn’t standing on his hind-legs, but on all fours, much like Donkey Kong.
STATS
Size: 10
Weight: 8
Falling Speed: 7
Aerial Movement: 2
Traction: 1.5
Movement: 1
Jumps: .5
While you have little to worry about in terms of being KO’d traditionally in this form, if the foe –does- go on the offensive, all they really have to do is poke you off-stage. Of course, they’d be stupid to do that when it’s so easy to get away with you – not only do you have pitiful movement, it takes an eternity to turn around due to your awkward legs.
B MOVES
NEUTRAL B - ENCLOSE
N. Brio turns to face the screen, then slams his fists down on either side of him, doing simple hits of 10% and doing small knockback towards Brio. From here, Brio keeps his hands out, them becoming solid walls, until you press any button to enter the stance. If a foe is in slime, they’ll be unable to escape this area due to their inability to jump. By default, Brio’s hands are a quarter of a Battlefield Platform away from his main body, but you can press up and down to stretch your arms out and back in, respectively, Brio able to stretch his gigantic arms up to just barely over half a platform away. Pressing right and left causes Brio to swat with the respective arm, dealing 10% and dealing a Battlefield Platform’s worth of set knockback. The sole button that does anything but cancel the stance is the B Button, which has Brio let out a quick roar that pushes foes away to his right/left side, whichever is closest.
While you may think you want to bring your hands very close together to sandwich the foe in-between your hands, the ending lag on the swats is pretty severe, during which you can’t swat with your other hands, and the hitstun the swats do is quite minimal. The swats have very good range, covering the entire side of Brio they’re on, meaning the move can consistently cause the foe to run back and forth, constantly turning around and increasing the duration they’re grabbed for. If you –do- manage to swat a foe with your arms fully extended, you’ll cause them to be knocked further than they’re allowed from the spot they were rooted to the slime assuming you’re standing there as well. Brio can roar while he swats one of his arms, but the duration of the roar is very brief, meaning if foes can bait it, dodge it, then dodge Brio’s swatting arm. Of course that’s very difficult to do and this is probably the easiest way to build up the time on how long a foe is stuck – though it won’t net you much damage or any KOs. Use this to buy you time to set-up for once you go back to normal.
SIDE B - RAMPAGE
N. Brio raises his arms skywards and roars for a brief bit of lag, then rampages forwards, rapidly pounding his arms down onto the ground. He goes forward 2 Battlefield Platforms at Ganondorf’s dashing speed, and each pound deals 25% and knockback that kills at 105%. This has no lag, but the duration of the move is quite painful.
This move is much more useful with slime around, as when Brio smacks his fists onto the ground they get covered in the slime. While his hands are covered in slime during this move, any foes who come into contact with Brio’s fists will get stuck to them in a grab hitbox, and repeatedly get slammed into the ground each time Brio slams down that fist. Slamming the foe into the ground does 10%, while the final smack at the end of the move does the full damage and knockback the attack does normally.
If a foe is stuck in slime, while they can’t punish N. Brio they can just spot dodge him as he rampages past them. . .But keep in mind, Brio is still affected by the slime just like any other character. Once his rampage is over, Brio will snap back to the first bit of slime he came in contact with during the rampage in a cartoony fashion, his body a hitbox that does 20% and KOs foes at 120%. If you position yourself correctly, you can make it nearly impossible for the foe to dodge, though they have to stay in place while you rampage all the way over to them, which means they’ll need a lot of damage.
UP B – PILE DRIVER
N. Brio jumps upward a Ganondorf height into the air, swinging his arm upward to grab anybody he comes in contact with. This is incredibly fast, but due to N. Brio putting all his momentum into swinging his arm he causes himself to turn upside down in mid-air clumsily. When Brio lands, he has horrible landing lag and enters his prone position, which involves him still being upside-down, having awkward get-up animations and a horrible rising attack with no rising involving Brio flailing his puny legs. However, Brio’s body is a massive hitbox as it falls downward at Sonic’s dashing speed, pitfalling the foe and dealing various damage based off how far Brio fell. Falling the minimum of 1 Ganon, this deals 10%, but for each additional Ganon another 5% is added. In order for Brio to get this necessary height to make this move powerful, he’ll have to use this move after jetting up high in his main form, probably on a foe trapped down on the ground in some slime. Anybody grabbed by the start of the attack will obviously be hit by the fall no matter what, and due to the foe being below Brio they –will- die first in the event of a suicide KO, and if he hits anybody with the move they’ll act as a cushion for Brio, preventing him from entering his prone state.
DOWN B - EARTHQUAKE
N. Brio pounds the ground in front of him with both of his arms. His arms deal 18% and knockback that kills at 130%, but more importantly this move causes 2 Battlefield Platform’s worth of stage in front of N. Brio to rise upwards 2 Ganondorfs in a cartoony fashion, the ground next to it becoming slanted to connect it, then snaps back into place. Where is the hitbox on the ground rising up? There isn’t one. . .But all slime on this ground functions normally the entire time, enabling you to bring the slime up into the air and prevent foes from just jumping over it. An excellent way to stop foes who are running away in their tracks.
A MOVES
SIDE A – DIVING TACKLE
Brio leaps barely off the ground and extends out his arms to either side. Should anybody get within a Bowser in front of N. Brio, there’s an invisible grab hitbox where if a foe is hit N. Brio will immediately grab the enemy foe in a bear hug, holding them up against his body in an impossible to escape grab. If Brio and the foe his a blast zone, the foe dies first. If they hit the ground, the foe takes 20% and enters their prone state, with Brio getting up off of them. Of course, if Brio whiffs the attack he enters his stomach prone state (Which isn’t as bad as his “back” prone state from Up B, but entering prone is never good with slime on the field).
How far Brio travels during this move depends on his momentum – if you run away from where you’re stuck in slime, then use this move as you snap back to where you were you can cover a decent range as you fly off in the opposite direction. A far better, use, though, is getting some height as regular Brio then using this move out of the air, much less with all the momentum you can get from your fair. . .The blatant potential for putting foes in prone with this move is obvious, but this can be a particularly potent move to drag somebody on an island in a slime sea over to where you are. Furthermore, if you belly flop onto dry land while you’re rooted in slime, you can get up before you’re dragged back to it, so you don’t have to worry about it as much.
UP A – EARTH SHATTER
N. Brio turns to face the screen and backs off into the background briefly, then lifts up a gigantic Bowser shaped chunk of the stage – assuming the platform isn’t paper thin, there will be an actual Bowser sized indent where Brio lifted up the piece of the stage. Even if the platform –was- paper thin, anything that was on top of that piece of the stage – most notably slime – will now be on top of the piece of stage Brio is holding in his hands. After lifting the chunk out, Brio hurls the chunk of stage upwards 4 Ganondorfs and shuffles off to the left/right of his initial position, the chunk of stage not actually being a hitbox as it goes up, but rather a solid platform. As it goes down, the chunk of the stage spikes foes for 20%, and anybody in the indent in the stage when the chunk goes back down into it will get pitfalled. The chunk of the stage lingers in the air for longer than you’d think, it taking a full 5 seconds for it to come back down. Brio –can- be hit by this, but the odds of you being hit back into this with your hitstun immunity are minimal. Throw up the only chunk of the stage not covered in slime to give foes nowhere to run.
If you throw up a chunk of stage that has the portion of slime you’re stuck to on it, you’ll get dragged up with it, being pulled up to the top of it halfway through its ascent and able to move about as normal. This enables Brio to actually get height for his Side A and Up B without relying entirely on his main form, so long as you do –most- of your button mashing to escape the slime before you throw up the chunk of stage but not all of it. Aside from this, this can also be a panic button to try to cover your endlag as you return to normal, so you’re not just standing still begging to be punished.
You –can- still throw up a chunk of the stage into the air with slime on it without going up yourself to stick foes to it. Just move –slightly- away from where you’re stuck so you don’t instantly snap back to that position, then perform the move.
DOWN A – PILLAR SMASH
N. Brio turns to face the screen and pulls out a massive Bowser sized rock pillar out of the stage, then slams it down onto the ground in front of him. Anybody who gets caught under the pillar takes 25% and is pinned underneath of it for triple the usual grab duration, even being left in their prone state when they barely manage to weasel their way out from under the pillar. Brio can still attack foes under the pillar normally, his attacks simply shattering the pillar and hitting the foe while he’s in monster form. Brio can only have one of these pillars out at a time, and they have 40 stamina. This is a fairly laggy attack, but it’s not blantly so, being possible to feasibly hit with. Either way, you can press A while Brio is holding the pillar above his head to increase the lag of the move very slightly and make him throw the pillar down so powerfully it shatters. This causes only 18% and knockback that kills at 130%, but chunks of earth scatter a Battlefield Platform’s worth to each side, dealing multiple flinching hits of 4% to foes (16% max) who ran away like the cowards they are.
What’s the point of these pillars? Well, considering Brio can use his Ray Gun to lift foes that weigh even as much as Bowser, why can’t he use it on these pillars? Brio can perform his throws normally on the pillars. As a general rule, whenever the pillars are falling they’re a hitbox that deals 15% and spikes foes, and when they hit the ground they deal 25% and pin the foe underneath them, though this is only from below – the pillars can be stood on like platforms normally. Details on how the pillar exactly behaves in all with all of Brio’s moves below. . .
- In Brio’s fthrow, Brio stands on top of the pillar, it being a hitbox that does 12% and knockback that KOs at 140% as it flies forwards. It slides in the exact same manner a foe would, including in how it reacts to slime, but a key difference is that Brio can use any of his attacks while he stands on top of the pillar, giving him a god-like approach. Hell, if you use this move in combination with your fair to launch forward your jet-pack as you transform, you’ll leave the foe almost no room to dodge your monster form at all.
- Brio’s bthrow doesn’t have any immediately obvious effects, but it causes the pillar to sort of slide around as if it was turning around when Brio blasts it. What this does is cause any foes trapped underneath the pillar to take 8% damage per blast, for a total of 32% from the entire bthrow. Of course, if the foe gets out while you’re still in the middle of the bthrow, expect plenty of punishment coming your way.
- In Brio’s uthrow, Brio can choose to destroy the pillar at any time as he shoots it upwards by pressing A as he shoots it. The explosion will cause anyone who was standing on the pillar to take 8% and enough set knockback to be hit by Brio’s next ray gun blast, preventing you from being too vulnerable while you shoot the pillar upwards and also giving you a witty response to somebody standing on top of it. In addition, the pillar reacts to the wind effect on Brio’s uair (As well as any other wind effects) normally, enabling Brio to move it around to try to drop it on foes.
- Keep in mind that you can put slime on top of the pillar, and Brio’s dthrow becomes horrific. Get the foe stuck to the top of the pillar, then casually drop it off-stage. This also has similar applications to uthrow with trying to drop the pillar on foes from above. The fact that you indeed can put slime on top of a pillar also makes your dsmash much more appealing – you can drop two projectiles on the foe, the slime and what remains of the pillar after the dsmash – there’s still plenty of it left to pin the foe with.
While it may seem counter-productive to waste your limited time in the monster form setting up, you’re not limited to only going for your monster form when you need KOs – Side B is some pretty horrific damage racking in combination with slime if you haven’t noticed. In addition, this move gives you something productive to do if the foe successfully gets away, and can even convince some foes to not run away at all in order to prevent you from setting up.
NEUTRAL A – TITANIC LAUNCH
N. Brio turns to face the screen and claps his gigantic hands together quickly. His hands very briefly become solid as they come together for the clap, and the clap itself is a grab hitbox that also deals 16% to boot. If the foe was attached to slime, Brio will forcefully rip the foe up out of the slime for an additional 5% so they can actually take the knockback of the next part of the attack. After Brio has a foe in his clutches, he winds up with one arm for a slight bit of lag, but you can angle where Brio will throw the foe during this time. The throw deals no direct damage, but KOs foes at 120%, and if you throw the foe at a wall or into the ground they’ll be dealt an additional 13%. While it may seem if you have slime everywhere this is your only KO move due to this being the only way to get foes out of it early, foes are immune to slime for 2 seconds after they get out of it, so you can just throw the foe at your feet and attempt to KO them with a different move if you wish. A particularly nice tactic with this move is to use your Up A to throw a chunk of the stage upwards, then grab a foe with this move and throw the foe down underneath the chunk of the stage as it comes back down.
Brio can pick up his pillar from his Down A and throw it a distance of up to 2.5 Battlefield Platforms. The pillar has it’s usual hitbox below it as it falls, but in addition the sides of it are also a hitbox that deal 12% and KO foes at 140%. The potential for hitting fleeing foes is obvious, but foes can simply jump on top of the pillar to be completely safe. . .Or can they? The pillar isn’t in the air for the entire 2.5 Battlefield Platforms it travels, sliding along the ground a bit after it lands. The pillar is treated like a character in how it reacts to slime during this time, meaning if it passes slime it’ll snap backwards a bit. Any characters standing on top of the pillar as it does so will be launched towards where the pillar was thrown from 2 Battlefield Platforms.
FINAL SMASH
Brio laughs maniacally/roars menacingly as he takes out a remote control and presses a button on it (Smashing it in the process in monster form), causing a gigantic tidal wave of slime to come in from the background. The tidal wave covers all but the top third of the playing wave, and Brio –is- vulnerable to his own slime as always, meaning he must use his recovery to jet up to the top blast zone. Anybody hit by the slime will be dragged down to it and pinned to the stage in their prone state by it, and the tidal wave is too massive to dodge. If a foe is off-stage, this is a guaranteed KO on them, so you may want to be ballsy and try to push the foe off-stage with a uair/grab before the slime wave comes (It takes 4 seconds for it to arrive). While foes lacking godlike recoveries cannot avoid this, they’re not helpless against this Final Smash, as they can prevent Brio from escaping the wrath of his own Final Smash at the top of the screen. Yes, this leaves the entire stage covered in slime, but that’s not a particularly large accomplishment anyway and the 30% of it the farthest away from all foes will dissolve after 6 seconds. The true benefit is a way of catching the foe in the slime.
PLAYSTYLE
PREPARATION
While Brio can branch off into a more offensive or defensive style later on, he ultimately has to cover the stage in slime before all of his crazy shenanigans can truly get up off the ground. The most obvious thing Brio can do here is to simply just flee from foes with his jetpack while covering the stage in slime, using moves like his dashing attack and ftilt defensively when he has to come down to refuel and his bair to flee from foes in the air. While this –can- work, Brio –is- very vulnerable while he’s on the ground with no fuel. If possible, it’d be best to mix blatantly fleeing from the foe with trying to get them onto the slime just to buy you some more time to create more. If you can manage to get a grab off, your uthrow/dthrow can also buy you some time.
A particularly nice way to surprise the foe is to go into your monster form early on in the match, then snatch a fleeing foe with your Side A, Up A, what have you, or perhaps even enclose the foe in-between your fists with Neutral B and build up the time the foe’s grabbed. Perhaps that Up A platform you threw up into the air can even come into play here, blocking off one of the areas for the foe to flee from. Either way, though, if you choose to use Brio’s monster form to set-up make sure you bring out a pillar with Down A at some point to give you all the more tools to use later.
ON THE DEFENSIVE
Brio will want to mostly camp to rack up damage by throwing potions at the foe, then as the foe gets closer and closer use moves like your nair and uair to push foes into the slime, as well as away so you can camp at foes all the more. If you’ve got a pillar up, it gives you another projectile to drop on foes/send forward at them, as well as giving you a good way to keep moving to keep constantly fleeing when you run out of fuel. Typically, you won’t want to unleash your monster form here until the foe is stuck to some slime to ensure it actually gets some good use. If you’re even more conservative than that, you can insist on getting the foe into their prone position, which typically involves Brio getting the foe in slime first, then using moves like his ftilt, dtilt, and fsmash. In order to buy more time for Brio to do this, he can try to push foes farther than half a platform away from where they’re stuck with his nair or force the foe to turn around in mass with his bthrow, increasing the grab’s duration. Failing that, Brio can just use a uthrow at any time and try to push foes into slime with his uair – if you sense they’re going to safely make it to dry land in advance, just give up and beat foes down there to defend the area with a usmash.
ON THE OFFENSIVE
Brio doesn’t have to always wait to get the foe caught in some slime before going into his monster form if he gets too impatient, and can instead invest everything in a single all-out assault. Give foes too much to dodge by sending your jetpack, a pillar, and some slime falling out through the pillar all at once to overwhelm them while you come in to finish them off directly in your monster form, taking advantage of your height/momentum with Up B/Side A. Brio can easily make approaches against camping foes through the air and drop down on them, and typically the more offensive you are the more liberally you’ll be using the monster form. Use all of your extra hitboxes and your position when you transform to ensure you’re on top of the foe, and if they somehow escape bring up the stage with Down B/charge after them with Side B/throw a pillar at them. Hell, you can throw yourself into the stage with Up A and chase the foe directly with Up B/Side A, and if they insist on running you can just remove the part of the stage they’re constantly fleeing to with Up A to give them nowhere to run. Once he catches up, Brio doesn’t even need to get the foe into their prone state in his regular form, as he’s fully capable of forcing them there himself with a diving tackle or simply pitfalling foes by smashing a pillar/chunk of stage on top of them, which is quite possibly preferable to getting a foe into their prone state due to Brio being able to knock them out of it with any move.
MIXING PLAYSTYLES
You’re not limited to using your regular form for damage racking or your monster form for KOing – considering actually dealing knockback in your monster form can be annoying, you may find it preferable to use it for damage racking in some cases, even. If foes prove to be too slippery and consistently escape this form, Brio is still capable of pulling off gimp KOs in his regular form anyway, mostly in part thanks to his grab in combination with his Up Special enabling him to place foes wherever he wants provided the foe has enough damage. Throwing in some pummels can greatly aid in actually pulling off a KO like this, and even if the foe makes it back you can ensure they have some nice slime to land on when they get back. At lower percentages when the foe –can- make it back to the stage, this serves as an alternate, more aggressive method of forcing the foe into slime. While playing in an extremely conservative manner when at high percentages is obvious, taking the foe off-stage with your grab followed by suicide KOs in your monster form with Up B/Side A can also be an excellent way to finish off the stock. While it may be a rather cliché statement, Brio has plenty of versatility and can play more defensively or offensively based off the kind of foe he’s facing – and when he has 8 more inputs than the average character, it’s rather hard to argue he doesn’t.
MATCH-UPS
VS. PYRO JACK – 60/40, BRIO’S FAVOR
No, this match-up isn’t a cop-out like Muk Vs. Bowser Jr. – any liquid stage alterations (That is, Jack’s oil and Brio’s slime) overwrite each other. They cannot co-exist. This means that neither character will ever really get past their set-up phase, and will consistently both be up in the air a lot spreading their chosen liquid down on the ground. Pyro Jack seems to have drawn the short, straw, though, in that he is more reliant on having massive quantities of his liquid than Brio, as Pyro Jack’s liquid is essentially an extension of his range with moves likes his fsmash and ones that create fire pillars on the oil. Brio is perfectly content with a single section of slime to stick Pyro Jack to in such a match-up, and while Jack naturally floats over them Brio has his methods of forcing Jack downwards, most obviously his down aerial and his grab.
The problem is that Jack can casually escape once he is caught by just overwriting the slime with oil. . .But he can’t do that if he’s prone, now can he? That said, Brio struggles significantly to get Jack into his prone state in his regular form on slime before Jack just turns it into oil, and Brio’s uthrow is rather poor in this match-up when Brio will only have a couple of patches of slime to force Jack onto. . .How does Brio do it? His monster form is the answer. Get some height either by tossing yourself into the air with Up A or with Brio’s jetpack, then catch Jack with a diving tackle and take him onto the slime. Failing that, Brio can aim to pitfall Jack with an Up B or a Down A – all of these various attacks are made more feasible if Brio goes into all-out assault mode and sends his jet-pack at Jack with his fair as he turns into the monster form.
While Brio’s monster form –is- quite threatening, it has a fatal flaw for this match-up in that if Brio fails to immediately get Jack pinned to some slime in his prone state, Jack is given more time to set up his own liquid and actually make legitimate progress in his set-up. If Jack ever gets going, though, Brio is still actually capable of getting up to his height and can even bring him back down if he wishes by turning the oil he’s using into slime. Failing all this, Brio can even attempt to go for a gimp KO in his regular form by grabbing Jack and taking him off-stage, which doesn’t bring up the risk of Jack successfully setting up. It’s not all doom and gloom for Jack, if nothing else, Jack’s chosen projectiles are better in the fact that they’re homing, and when two highly aerial combatants are fighting each other it makes a far larger difference than usual, giving Jack better damage racking.
VS. NECKY – 35/65, NECKY’S FAVOR
Necky is extremely difficult to get caught in slime, much less with his idle stance floating over the slime, but once he’s caught he’s a sitting duck, quite literally. Necky has little to do but spam projectiles at you until you’re ready to face him, much less when you have an actual competent air-game with which to avoid him, so setting up slime at least is easy enough. Necky is hard to make fill victim to one of Brio’s all-out assaults due to his almost infinite flight enabling him to maneuver around it with ease, so you’ll almost be exclusively going for a grab to force him into the slime, though. The fact you are so predictable here makes you an easy target to be scooped up by Necky. You can attempt to force an approach from Necky by camping, but in order to truly camp you need to be higher than Necky in the air, meaning Necky will most probably follow you up, forcing you to go further up until you’re blocked from going higher by the top blast zone. From there, you’re all the more vulnerable to a vertical KO from Necky. Of course, so is he from your grab, but that’s significantly harder to land.
Once you –are- on Necky’s back, and believe me, you –will- get on his back, Brio is almost helpless to get off in his regular state, his only move that’s strong enough to hit Necky out of platform mode being his dsmash, making it predictable. Brio’s fair can get Brio off of Necky’s back, but will use up almost all of Brio’s fuel, leaving him extremely vulnerable, especially if Necky was attempting to take Brio off-stage rather than up off the top blast zone. However, Brio’s monster form is another story – even ignoring all of Brio’s moves which would logically utterly destroy Necky (sawing through the stage, ripping a chunk out of it) which don’t work on him. The most obvious thing Brio has going for him is his Up B, enabling Brio to either get a suicide KO where Necky dies first or pull off a tremendous sum of damage and pitfall Necky due to how high in the air he started the move from. While Necky has plenty of time to get out of the way, this enables Brio to get off for free. . .If Necky is taking Brio off the top blast zone, that is, as Brio will obviously fall to his doom if Brio is off-stage. Of course, if Necky’s taking Brio off from the side blast zone, Brio can easily recover normally. If Brio falls from his Up-B on-stage, though, it’s almost just as bad, as Brio will be stuck in the slime in his prone state, enabling Necky to camp for free damage. Necky can repeat this en mass fairly easily for damage, then use his grab for the KO. If Necky messes up and gets caught in the slime, Brio –can- capitalize on it and KO him very early in monster form, but this match-up is pretty biased for the flying bongo Tiki.
VS. M. TRINITY – 57.5/42.5 – BRIO’S FAVOR
While Brio can casually fly over all of M. Trinity’s panties and ignore them, when Brio –does- come down to the ground they’re absolutely lethal, as being in the prone state in slime is the last thing anybody wants. When M. Trinity is stuck in slime herself, she also has better movement than simply dashing through her teleport, enabling her to get past Brio’s nair pressure and out from between Brio’s fists from Neutral B. Brio’s monster form in general is most hurt by M. Trinity’s panties – not surprising considering how Brio is brought down to his most basic thought patterns and desires in the form. . .Brio’s monster form is largely grounded, and thus will struggle significantly in a stage littered in panties, which it inevitably will be if Brio takes his time setting up. In order to use his monster form effectively, Brio will have to prepare an aerial approach in his regular form before he turns into it, as well as focusing on his ranged attacks when he is in the form/using his Up A to get back into the air. It’s possible to play in the form, but you’re severely handicapped.
You’ll be relying on your monster form a lot less in this match-up and going for more gimp KOs by taking M. Trinity off-stage with your grab, as M. Trinity hates any character with a remotely competent air-game. If you use your monster form for anything, use it early on before many panties are on-stage to keep M. Trinity put, giving you more time to set-up and less time for her to do so. Also, while in the monster form in the early game make sure to get out a Down A Pillar, which will come significantly in handy later. Using your fthrow on your pillar gives you a much easier time when refueling when you have to come down from the air. While M. Trinity isn’t helpless when you –are- in the air, with her uair enabling her to spread even more panties if it hits and her dair enabling her to drag you down to the ground, the fact her recovery goes directly towards foes makes it too easy to bait her off-stage, sealing the deal on the match-up.