Custom Mii Brawler = sizes + moves? or Guest Mii + Moves?
I'll write about Guest Mii + Moves because thats the standard. (and 1122 / 2122 because almost no one will play something different)
Game plan
- if the Mii Brawler grabs you, always DI towards him (your angle should be 90°), this makes follow-ups harder at high%. Generally Mii Brawler doesn't get any follow-ups at mid% if he has max rage.
- You should always try to play center stage. Getting grabbed on the ledge could be an early stock loss. You should avoid that.
- He has mediocre range and no disjoints so disjoints are very hard to play against for him.
- His Dash Grab is awful. One of the worst in the game. He has to come really close to you to get you with it and the grab has almost no momentum, unlike ZSS and Captain Falcon where their dash grabs are so strong that you can barely react.
- He doesn't have any strong approach options. A good brawler will short hop a lot in mid-range to bait a reaction but he can't really do that much if you don't commit into his grab. If you play really defensive and force him to approach you should have an easy time against lower level brawlers. Try to avoid getting grabbed. It's his most powerful move.
- In high% play really defensive. He doesn't have a reliable KO option so he will try to find ways to land a killmove. If you play very carefully you should live really long.
- Mii Brawler is a momentum char. He will build up a lot of damage if he gets you so try to play the neutral as much as possible.
Punishes
- SideB1(Onslaught) is similar to Captain Falcons. If you shield it on the ground you can punish with a charged smash and you have enough time to prepare the punish because he hits your shield for quite long time. But don't drop your shield until the final hit.
- After shielding the DownB2 (Feint Jump) kick you can always dash after him and punish with grab or dash attack (or even upsmash) if the kick i initiated in short hop height. Beware that this move edge cancels. It's a killmove as well and pretty flexible. But it's pretty laggy if not edge cancelled or done in a proper height.
- NeutralB1 (Shotput) is extremely laggy so if he throws uses it on-stage and you shield it you can run over half omega and true punish it.
- NeutralB2 (Ultimate Uppercut) has a bit of super armor. The move goes pretty high but if you shield it you have a really long time to punish it because he has to return to the ground.
- If he whiffs UpB2 (Helicopter Kick) he has a really insane control over his momentum. He will probably try to fake out so don't attack where he is heading in the beginning. Just wait for the final momentum change and punish then. You have enough time. (if you have a decent dash attack / upsmash)
- Fullhop Nair cannot act until he lands so if you shield fullhop nair you have like 60 frames to punish him. One of the least safest moves in the game.
Mii Brawlers KO Options
- Helicopter Kick: His most reliable killmove. Don't get caught by it. Some Brawlers tend to throw it out randomly. Be aware and avoid true combos.
- Upsmash: a normal upsmash. It's quite slow for an upsmash like that. You should avoid getting hit by it.
- Onslaught: If you roll too much in neutral this move can capitalize on that because it covers multiple grounded dodge options. But you get a heay punish for shielding it!
- Dair: One of his more reliable killmoves. It autocancels in short hop so be aware. It's pretty slow though.
- Fthrow: Doesn't kill you on the ledge until 150%, as said, don't get grabbed on the ledge.
- Bair: Bair kills you at super high% if you get hit off-stage. The move is way too weak overall though.
- Fsmash is stupidly strong, don't get yourself hard-read or hard-punished or you lose a stock very early.
I think I've covered enough, good luck =P