51-
Mii Brawler

Last Updated:
May 25th, 2022

Notes on the Young Link vs Mii Brawler MU

Attributes

Air Acceleration: 0.068 (#54)

Air Speed: 1.15 (#26)

Fall Speed: 1.92/3.072 (#5)

Dash Speed: 1.87 (#51)

Run Speed: 1.92 (#26)

Walk Speed: 1.26 (#18)

Weight: 94 (#48)

Wall Jump: Yes

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Mii Brawler's Win Conditions:
Pressure Young Link from outside the range of his normals; separate the projectile game from the approach game. Use short hop/full hop/shield dash to get through and around projectiles, and NAir/FAir to clank with projectiles and pressure up-close. Pressure Young Link’s shield and dissuade shield usage with Suplex and Grab combos. Capitalize on edgeguards and ledgetraps.

Young Link’s Win Conditions:
Intercept Brawler’s short hop NAirs/FAirs/BAirs with Young Link’s boxing tools, whiff punishing, and projectiles to limit angles and catch landing lag. Use positioning to intercept Brawler’s short hops/full hops in advantage (holding stage control to also intercept Feint Jump) and zone out Brawler for trying to approach. Shark Brawler’s landings when Feint Jump and/or double jump is burned.

Out of Shield

Jab1 (-10) & Jab2 (-14):
NAir (Frame 7)

Rapid Jab Finisher (-33):
GSA (Frame 9)
Grab (Frame 16)
FSmash (Frame 26)

FTilt (-13):
NAir (Frame 7)
BAir (Frame 9)
GSA (Frame 9)

UTilt (-18):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)

DTilt (-12):
NAir (Frame 7)

Dash Attack (-19):
GSA (Frame 9)
USmash (Frame 10)
(This move can cross up)

FSmash (-38):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
DTilt (Frame 19)
DSmash (Frame 20)
FSmash (Frame 26)

USmash (-29):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
DTilt (Frame 19)
DSmash (Frame 20)
FSmash (Frame 26)

DSmash (-25):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

NAir (-2):
Unpunishable
(Safe on shield)

FAir (-8):
NAir (Frame 7)

BAir (-6):
Unpunishable
(Safe on shield)

UAir (-6):
Unpunishable
(Safe on shield)

DAir (-13):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)

Shot Put (-19):
Unpunishable
(Projectile usage)

Flashing Mach Punch (-30):
GSA (Frame 9)
USmash (Frame 10)
(The animation can be confused with Jab a lot)

Exploding Side Kick (-7 Normal, -5 Reversed):
Unpunishable
(Safe on shield)

Onslaught (--):
(Frame safety is determined by the number of frames left in the move)

Burning Drop Kick (-22):
Unpunishable
(The bounce after the attack puts Brawler out of range)

Suplex (--):
Command Grab

Soaring Axe Kick (-23):
GSA (Frame 9)
USmash (Frame 10)

Helicopter Kick (--):
--

Thrust Uppercut (--):
--

Head-On Assault (-44):
Shield Breaker

Feint Jump (-27):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
Dash Attack (Frame 19)

Counter Throw (--):
--

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Grab, Tilts, Dash Attack, Jab, Suplex.


  • Kill Moves: BAir, DAir, Thrust Uppercut, Helicopter Kick, Shot Put, Exploding Side Kick, Smash Attacks, Burning Drop Kick, Flashing Mach Punch.


  • Kill Confirms: DThrow > Helicopter Kick/Thrust Uppercut, landing UAir > FSmash, NAir > USmash/BAir/Helicopter Kick/Burning Drop Kick, DTilt > Helicopter Kick, NAir > FSmash, UAir ladder > Thrust Uppercut.


  • Mii Brawler has high air speed and fall speed. This is what enables Mii Brawler’s movement and pressure, as he can exert pressure over a high amount of space in the air in short time. Mii Brawler can land with an aerial quickly and fake out fall timings with double jump. Hiss attributes are like Fox's in this way, except Mii Brawler has much more drift left to right. Mii Brawler’s aerial burst range is his most common pressure, and has more width than his grounded burst range.


  • Mii Brawler’s NAir is a lingering standard kick that has a strong hit initially, and a weak hit for the rest of the move. It’s one of Brawler’s fastest moves at Frame 3, and can clank with Young Link’s projectiles. This makes it one of Mii Brawler’s key approach and pressure tools, as it can lead to combos, tech chases, kill confirms, and strong shield pressure.


  • NAir is so versatile as an approach option that the Mii Brawler player can use it in different ways: short hop buffered/delayed/landing NAir, full hop landing NAir, double jump landing NAir, not to mention the cross-up mix-ups in addition to the timing and spacing mix-ups.


  • Some ways to punish short hop rising/buffered NAir include: your own NAir (trades frequently), pivot Grab/Grab, partially charged Fire Arrow, BAir (can beat out NAir more reliably when spaced), FAir (inconsistent due to startup but can kill), and Bomb to whiff punish on landing. Full hop landing NAir can hit Brawler from above his NAir.


  • Mii Brawler’s high fall speed can make high NAirs on shield that appear to be unsafe to be safe. Because of this, Mii Brawler can quickly land with unreactable fast fall NAirs, like Fox and Sheik.


  • Mii Brawler’s Dash Attack has deceptive range due to the model extension from throwing a leg out. Although the Dash Attack doesn’t kill or combo into anything directly, it has low cooldown and good range, which can give Mii Brawler good positioning. Mii Brawler can use Dash Attack in this manner to catch dashbacks.


  • Mii Brawler’s BAir is a quick kick behind him. Mii Brawler can pressure jumps/shields with BAir to threaten taking stocks. This BAir can shield poke on top of small shields, which leave character's heads exposed.


  • Mii Brawler’s DAir in neutral can kill off of the side or off of the top. Since the hitbox is small, Mii Brawler can cross-up before using DAir to cross up the opponent’s DI. If the opponent is dashing away in the opposite direction that Mii Brawler is drifting and gets hit from behind, Mii Brawler will cross up DI.


  • Mii Brawler can use USmash as a whiff punish/out of shield option if Young Link whiffs or uses an unsafe attack around him. Mii Brawler can use this out of shield to punish a point-blank Fire Arrow and can catch jumps out of shield.


  • Mii Brawler’s ground speed is rather limited. Compared to his air speed, Mii Brawler’s ground speed is rather lackluster, most if not ALL of Mii Brawler’s threatening approaches will start from a jump in.


  • Fire Arrow can catch Mii Brawler’s dashes/run-ins reliably, but can struggle to catch his short hops due to NAir clanking Fire Arrows reliably. Mii Brawler is already jumping a lot, so Fire Arrow has limited use for catching grounded options.


  • Boomerang can limit Mii Brawler’s approach angles from a full hop, but at a short hop height where NAirs are faster, Boomerang may be too slow to hit Mii Brawler, and it can still clank with Mii Brawler’s NAir.


  • Pulling Bombs can be tricky to time given Mii Brawler’s large aerial burst range and Feint Jump, but Bomb can be used to whiff punish Mii Brawler’s short hop NAirs by catching their endlag/landing lag when they land.


  • Feint Jump initiates a special jump (separate from Mii Brawler’s double jump, effectively 3 jumps) and launches Mii Brawler up and forward in the direction inputted. Mii Brawler can use this for movement, as a disadvantage/recovery/ledge option, to dodge attacks and then attack with the kick, etc. Feint Jump has intangibility on Frames 2-4. Since Feint Jump goes above Young Link, Feint Jump can be used to threaten the kick, or move around projectiles at the awkward diagonal angle.


  • Feint Jump kills at late %s (130+%), and the kick from the air is unreactable. Stay grounded at higher %s to avoid the situation. Mii Brawler can no longer initiate the landing kick once the sparkling trail around Mii Brawler disappears (Mii Brawler can also use Burning Drop Kick like this to punish projectiles).


  • Feint Jump’s kick can’t go through platforms. Mii Brawler will land on the platforms, vulnerable to a whiff punish. He can choose not to initiate the kick and land with an aerial (NAir for example) instead once the sparkling trail on Feint Kick disappears.


  • Shot Put is the most common Mii Brawler neutral special. He releases a heavy ball that drops quickly and flies rather far. From a distance, Mii Brawler can use this as a projectile approach, as it’ll force shield and Mii Brawler can set up block strings off of it. Mii Brawler can set this up with a full hop/double jump Shot Put, but can’t act while landing from a full hop/double jump Shot Put.


  • Shot Put will hit Young Link on the ground point-blank when Mii Brawler releases it. It covers a decent amount of space on the ground, and has good killpower.


  • Shot Put can roll off of platforms to extend its range and projectile approach potential.


  • Suplex is one of Mii Brawler’s side specials. It’s a Command Grab that deals a sizable amount of damage (around 16%) and goes through shields. While it doesn’t kill, Mii Brawler can use this move to punish opponents for shielding, and it makes up for the lack of threatening burst options Mii Brawler has on the ground.


  • Jump Suplex has less lag than Suplex on the ground, so it’s more commonly used than grounded Suplex. Jump Suplex is also an out of shield option for Mii Brawler.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Some Combos & Counterplay:


  • Mii Brawler has confirms into both Thrust Uppercut and Helicopter Kick. They can both work off of similar starters, such as DThrow.


  • DThrow into Thrust Uppercut has specific true % windows for most characters that alter depending on blast zones, positioning on stage, rage, staleness, etc. Mix up between DI in and out to force Mii Brawler to react to the DI and identify if a dash forward is necessary or not. If out of the window, jump away/airdodge.


  • Thrust Uppercut can also be confirmed from landing FAir1 or a landing UAir/UAir ladder (refer to platform pressure section).


  • For Helicopter Kick, Mii Brawler can confirm off of DTilt or DThrow. DTilt into Helicopter Kick can fail if the opponent DI’s out on DTilt.


  • DThrow into Helicopter Kick has a wide % window that can make it tricky to DI, since it can close stocks early. The window can be from roughly 40-70% depending on character, positioning, and rage. At the earlier range of the window, DI in on DThrow, and DI out on the later range of the window.


  • Mii Brawler’s UTilt is a quick thrust upwards that has good range. It can scoop opponents up off of the ground and lead to juggling situations. Mixing up DI up/in/out can make it trickier for Mii Brawler to follow DI, and may prompt the opponent to cover the landing as opposed to chasing in the air.


Boxing
(How do I escape this situation?):


  • Mii Brawler can punish shielding effectively in the corner, between FThrow DI check (fast kill throw at ledge that can catch bad DI), DThrow kill confirms, and Suplex to add damage. Because of this, it’s common for Mii Brawler to condition shielding in the corner, to then close stocks with FThrow and DThrow confirms, or extend leads with Suplex.


  • Flashing Mach Punch is one of Brawler’s other neutral specials (outside of Shot Put). It's a close-range high killpower/high damage attack that has low-range. Flashing Mach Punch is strongest in tech chases, where Mii Brawler can chase after opponents and line it up. Flashing Mach Punch has a seeking hit before using the full attack. The seeking hit is punishable on block. Flashing Mach Punch is invincible on hit, therefore a Bomb or returning Boomerang can NOT snap Mii Brawler out of the attack.


  • Mii Brawler’s landing NAir can set up for tech chases due to it's low angle and low knockback on the weak hit. Mii Brawler will throw out NAir a lot as option coverage, as it covers the space around him (can catch cross-ups) and is a lingering hitbox. Mii Brawler can deny vertical and horizontal space with NAir, and it can then lead to shield pressure. Refer to the aforementioned ways to beat Mii Brawler’s NAir from the neutral section.


  • Mii Brawler can use BAir to call out opponent's movement and close stocks with it. BAir has more range than NAir, so Mii Brawler has more freedom in spacing BAir. BAir can shield poke on low shields from above, so Mii Brawler can land with a BAir, and then do a rising BAir to shield poke. This BAir also can be used to catch jumps and dashbacks in the corner.


  • Mii Brawler’s DTilt is a combo starter that low-profiles and has decent range. He can use DTilt to duck under Fire Arrows. Although DTilt low profiles, it isn’t safe on Young Link’s shield, and Young Link can use GSA out of shield to punish.


  • Any time that Mii Brawler gets a soft reset on hit, he can threaten Suplex to cover shield (and sometimes dashbacks) out of the reset.


Platform Pressure
(What tools do they have? How can we escape this pressure?):


  • Mii Brawler’s short hop/full hop NAir and BAir can cover space on platforms. Angling shield up/down can help to prevent these aerials from shield poking.


  • Mii Brawler can threaten landing UAirs from below the platform or while landing on it. Either way, this can lead into UAir ladders, which Mii Brawler can end with a Thrust Uppercut to take a stock. DI away if possible to remove Mii Brawler’s UAir from hitting while landing on the platform, otherwise DI in as a mix-up to make it harder for the opponent to connect consistently. Airdodge can help escape the confirm if the Mii Brawler messes up the UAir timings.


  • Mii Brawler’s USmash hits platforms.


  • Mii Brawler can freely punish shielding on platforms with Suplex. Reading Suplex and spotdodging can punish Mii Brawler by taking the stock with USmash.


  • Mix up timings (and use of shield, since Mii Brawler can punish with Suplex) of options and the timing of leaving the platform (dashing off of the platform as opposed to short hop and fast fall, for example).


Landing
(How do they cover it? What are my best options?):


  • Mii Brawler can cover landings from a distance with Shot Put. It can cut through Young Link using projectiles while landing and kill outright. Strong NAir can clank with Shot Put.


  • Mii Brawler can chase opponents in the air with FAir (decent range and hitbox activity), BAir (good range, kills, low active frames), or UAir (hits above Mii Brawler for juggles). If Mii Brawler can autocancel UAir at the right time on a platform, he may be able to true combo multiple UAirs and/or a Thrust Uppercut. All of these moves (except Thrust Uppercut) will trade/lose to Young Link’s DAir.


  • Mii Brawler can use USmash as a whiff punish, tech chase option, out of shield option (that can also catch jumps out of shield from the opponent) and use it to catch landings. This is particularly strong since Mii Brawler’s legs have intangibility during USmash, essentially making the attack disjointed. Young Link can’t land on Mii Brawler safely/reliably because of this and Thrust Uppercut out of shield.


  • Land away from Mii Brawler, and mix up between aggressive/defensive options. Mii Brawler can catch landings with USmash as mentioned before, but using a double jump to bait out the USmash can lead to a punish with DAir or a FAir1/BAir1 confirm.


Offstage
(How Do I Escape This Position And What Do I Look Out For?):


  • Mii Brawler can use Shot Put offstage as an edgeguard. Shot Put travels fast at a steep arc. It can intercept Young Link using ASA or tether to recover.


  • Shot Put is even more potent when Young Link commits to a projectile offstage. Shot Put will cut through any projectile used, and since using a projectile will lessen Young Link’s aerial drift, this can make it more difficult to maneuver around Shot Put.


  • Mii Brawler can drop off for a quick edgeguard with NAir/DAir from above ASA, or use NAir to intercept tether with its lingering hitbox (be wary of using double jump before tether against Mii Brawler’s NAir). Mii Brawler’s BAir can be used as a horizontal edgeguard, but it can be outspaced by ASA’s 4th and 5th hits.


  • Because of Feint Jump, Mii Brawler can afford to go deep offstage to edgeguard, since Feint Jump acts as a third jump for him to work with. Feint Jump can also be used for the semi-spike hit on the jump itself (without the kick). The Feint Jump sends at a low diagonal angle towards the blast zone, which can be incredibly difficult to recover from. This can be used as an edgeguard or as an edgeguard WHILE recovering to the ledge.


  • Burning Drop Kick can boost Mii Brawler offstage quickly for an edgeguard. Burning Drop Kick has ample killpower to it. Mii Brawler can use it as a callout if Young Link doesn’t airdodge the attack, and Mii Brawler can use it to punish Young Link for using a NAir/BAir to escape tumble.


  • Since Suplex launches the opponent behind Mii Brawler, he can use it as a reversal out of disadvantage. This can beat opponents shielding to block an attack or quickly grab opponents who are too close to Mii Brawler. Keep some distance from Mii Brawler most of the time in the advantage.


Ledge:


  • Mii Brawler can set up a Shot Put to cover space at the ledge and roll off the stage, as well as set up Shot Put to roll off a platform, which gives it extra range.


  • Mii Brawler can hit Young Link at ledge with all Tilts, DAir, Flashing Mach Punch, Feint Jump kick, Soaring Axe Kick, FSmash, and DSmash.


  • Mii Brawler can use NAir frequently at the ledge for high option coverage (can cover jumps, neutral getups, rolls, etc.). If Mii Brawler lands a soft NAir at low-mid %s, he can chase the opponent offstage as a mix-up and followup with another aerial as an edgeguard, or kill confirm straight into run off Burning Drop Kick.


  • Mii Brawler’s FThrow will kill at the ledge, and he can use it quickly to potentially kill opponents with bad DI.


  • Mix up options and timings to get off of the ledge. Crossing up Mii Brawler is most important to take back center stage, but Young Link has good enough boxing options that he can fight his way out of the corner as well, with NAir, BAir, Dash Attack, etc.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Mii Brawler’s Thrust Uppercut is a quick out of shield option at Frame 3 that can kill at high %s. It becomes risky to hit Mii Brawler’s shield at high %s because of it. However, the range of Thrust Uppercut out of shield is rather short, and can be outspaced by Jab/DTilt/FAir1. Be careful with BAir and NAir on shield, though.


  • Since Mii Brawler is a fast faller, he will fall to the ground rather quickly, and can cover the landing with an unreactable Aerial if Mii Brawler is close enough to the ground. The aerial of choice is usually NAir, since it’ll cover Mii Brawler’s descent and lead into tech chases or combos. However, he can still move left and right somewhat due to his air physics.


  • Mii Brawler can still exert a large burst range from out of the corner with short hop NAir/FAir/BAir, full hop landing NAir/FAir/BAir, and Suplex/Dash Attack. Mii Brawler can use these moves to demand space from the opponent.


  • Fire Arrow can punish Mii Brawler for staying in the corner/trying to run in, but it might not punish Mii Brawler most of the time. This is because he will most likely jump anyway, and it may be more reliable to contest jumps with Young Link’s own aerials (NAir, BAir, FAir, ZAir) to challenge Mii Brawler’s jumps.


  • FAir’s disjoint can be used to space out Mii Brawler’s NAir to prevent him from using NAir. In practice, however, this doesn’t work out too well because FAir is much slower and needs a bit of a read to execute. NAir/BAir/ZAir/Dash Attack/etc. can cover Mii Brawler using NAir more consistently. FAir should instead be used to take a stock in such a situation.


  • UAir from directly below Mii Brawler is a strong juggling tool, since he doesn’t have an aerial to contest UAir. However, Mii Brawler’s high airspeed can make the UAir difficult to line up. Use it to catch panic/habit NAirs that Mii Brawler uses to escape tumble.


  • Mii Brawler can use Feint Jump out of the corner or as a landing mix-up. In either case, prevent reversals first and foremost. Hold center stage and use projectiles and/or shield an oncoming Feint Jump kick. Stay grounded so that there is ample time to react to the kick. Mii Brawler can use Feint Jump out of the corner to whiff punish projectile usage by using the kick from above the projectile.


  • Mii Brawler can use Dash Attack as an aggressive low-endlag option out of the corner.


  • Be wary of Mii Brawler using Suplex to grab Young Link in advantage to reversal Young Link and get out of disadvantage. This works well if Mii Brawler has conditioned the opponent to shield by using aggressive options out of the corner.


  • When using GSA on Mii Brawler, be careful going for the followup. If Young Link whiffs or is late to the followup, Mii Brawler can use Thrust Uppercut out of hitstun to kill Young Link for trying to combo. This is especially potent on platforms. In this situation with a stock lead, short hop UAir is the best for lower risk coverage.


  • Mii Brawler can use the seeking hit of Flashing Mach Punch to stall a landing mid-air or stall offstage briefly during a recovery.


  • Tracking Mii Brawler’s (or any character’s) double jump with movement is more effective than passively covering with Boomerang due to Mii Brawler’s high fall speed. Boomerang is still a lower risk option regardless.


  • To overwhelm Mii Brawler in advantage, calling out his aggressive options/movement with NAir/BAir/Dash Attack (fast moves) will force Mii Brawler to use a defensive option or empty movement around Young Link.


Offstage:


  • Mii Brawler can use Feint Jump to take a higher recovery route, or use it as a third jump. This gives Mii Brawler the ability to burst onstage and avoid recovering to the ledge. Intercept a potential Feint Jump kick/the Feint Jump itself with a NAir/FAir/BAir. Mii Brawler doesn’t regain Feint Jump until they land/grab ledge.


  • When Mii Brawler is sent high offstage, he can use Feint Jump to go even higher and launch towards the stage. From there, Mii Brawler can fire 1-2 Shot Puts, which covers space at the ledge, giving Mii Brawler some stage control to work with. Move out of range and toss a projectile around the Shot Put/pull Bomb.


  • If Mii Brawler has no Feint Jump and is recovering, this will leave Brawler with only Thrust Uppercut/Helicopter Kick (assuming Mii Brawler doesn’t have Burning Drop Kick). In this case, Mii Brawler will have to recover from a low angle (Thrust Uppercut) or a high/horizontal angle (Helicopter Kick).


  • For Helicopter Kick, catch Mii Brawler with a 2-frame or spaced aerial (FAir), since it has intangibility on Mii Brawler’s legs.


  • For Thrust Uppercut, Mii Brawler recovers at a diagonal (mostly vertical) angle. This means Mii Brawler will be vulnerable at most angles except a low angle. This is susceptible to a NAir edgeguard offstage before Mii Brawler reaches the low angle to recover at.


  • Mii Brawler can use Suplex offstage as a way to trade stocks, or onstage near the ledge and drift back. Suplex puts Mii Brawler into freefall after it's used.


  • Mii Brawler can also use Burning Drop Kick as a recovery option. He can use Burning Drop Kick to lunge far forward, as it’s a horizontal burst option. Mii Brawler can use Burning Drop Kick multiple times in the air.


  • After Burning Drop Kick ends in the air, there is a 39 frame window to punish Mii Brawler. Use NAir/FAir/ASA to whiff punish Mii Brawler for using Burning Drop Kick too close to the stage.


  • Mii Brawler can use NAir/FAir or Suplex/Feint Jump off of a ledge jump, and NAir/FAir or Burning Drop Kick off of dropdown double jump.


  • Mii Brawler’s fall speed limits how Mii Brawler can act off of the ledge from double jump. Stay outside of Mii Brawler’s NAir range when ledgetrapping.


  • Mii Brawler can use Feint Jump off of the ledge to either land center stage, and/or get out of range of Young Link’s projectiles and UAir range. FAir, NAir, and BAir can intercept Feint Jump reliably, but require good timing and spacing.


Ledge Info:

Ledge Coverage Info labbed by Sachit:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: DTilt

Animation Info: N/A

Note: Easy, aim for Mii Brawler’s head, not the hand.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 108, 99


  • FD FThrow @ Ledge %s: 176, 151


  • FD Milkshake %s: 101-128, 90-105


  • Mii Brawler Kill Throws: FThrow


  • Mii Brawler’s legs are intangible during Helicopter Kick’s active frames (8-37).

Stages

  • Battlefield:
    Terrible. Triplats give Mii Brawler access to extremely potent combo routes and more maneuverability around projectiles. The large blast zones give Mii Brawler lots of space to edgeguard Young Link too.


  • Small Battlefield:
    Indifferent. This stage gives some space and platforms for protection, but also extra maneuverability for Mii Brawler. Neutral stage in the matchup, most likely.


  • Final Destination:
    Indifferent. This stage removes platforms for Mii Brawler, which gives him less options to get around projectiles. However, Mii Brawler can also pressure Young Link more consistently in advantage, since he has no platforms to reset on.


  • Smashville:
    Bad. While the center platform can stop some full hop aerial and Feint Jump kick pressure, Mii Brawler can also use it in advantage to hide from Young Link’s pressure. Young Link can box with Mii Brawler well, but because of the small space, Mii Brawler can force a lot of unreactable situations.


  • Town & City:
    Good. Young Link gains both a generous amount of space to camp with, and platforms to help escape disadvantage (the high platforms and side platforms help with getting off of the ledge). Mii Brawler can kill off of the side with BAir more easily, but can’t kill with USmash or Thrust Uppercut as early. This stage becomes much more volatile if the Mii Brawler is running Helicopter Kick, and may be worth banning, if that’s the case.


  • Lylat Cruise:
    Good. Mii Brawler can’t threaten Feint Jump kick reliably through the platforms with the spread of the platforms. Mii Brawler can extend juggles and ledgetraps on Lylat, but can struggle to maneuver around Young Link’s pressure below the platforms.


  • Pokémon Stadium 2:
    Great. This stage gives Young Link space to zone out Mii Brawler, and consistency in disadvantage with the platforms and quick recoveries. Mii Brawler being a fast faller extends the window in which DAir works as a platform tech chase option.


  • Kalos Pokémon League:
    Great. This stage's open space gives Young Link a generous amount of space to zone out Mii Brawler and box with him on Young Link’s own terms. The lack of platforms limits Mii Brawler’s killpower in neutral, and Young Link can use the platforms to help get off of the ledge.


  • Yoshi’s Story:
    Terrible. Always ban this stage against Mii Brawler. It’s too easy for him to find Thrust Uppercut confirms to close stocks at extremely low %s, and Mii Brawler likes the platforms for extra mobility around projectiles, since Mii Brawler jumps a lot.


  • Hollow Bastion:
    Indifferent. This stage doesn’t provide an insane amount of space, but it’s enough to work with, and the center platform can block Feint Jump Kick. The space under the platform can lead to a lot of unreactable situations, though.

Reference Images