(→Overview: minor rewrite for brevity, sentence flow and grammar) |
|||
Line 28: | Line 28: | ||
*'''MP Burner:''' Brawler's {{clr|M|MP Skills}} have reckless disregard for his mana. He risks putting himself deep into Exhaustion to maintain pressure. | *'''MP Burner:''' Brawler's {{clr|M|MP Skills}} have reckless disregard for his mana. He risks putting himself deep into Exhaustion to maintain pressure. | ||
*'''Stubby Invincible Reversal:''' Brawler's Invincible {{keyword|Reversal}} is small and can whiff when trying to anti air the opponent or when trying to escape pressure. | *'''Stubby Invincible Reversal:''' Brawler's Invincible {{keyword|Reversal}} is small and can whiff when trying to anti air the opponent or when trying to escape pressure. | ||
*'''Bad | *'''Bad Midrange:''' Brawler's fast buttons are very stubby and his longer buttons are slower relative to the cast, making it harder to contest some pressure situations. | ||
}} | }} | ||
</div> | </div> |
Revision as of 14:21, 10 April 2024
Overview
Sadistic, cruel, and oppressive. Brawler has explosive lockdown, explosive damage, and several explosive weapons.
What he lacks in movement speed and quick midrange options, he makes up for in spades with far-reaching buttons and Super Armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). to assert total dominance over his opponent's defenses. Because his buttons knock down for a long time, stray hits are more easily converted using Ground Tackle into full combos. He can use this downtime to either get valuable corner carry, or side-switch out of a disadvantageous position. This makes Brawler a threat both in close and far ranges.
A core element of Brawler's gameplan, Road to Hell allows Brawler coverage to approach from afar, or set up a string of risky guesses on the opponent's wake-up. The multiple spaced-out barrels also create a frightening situation for a defender, making rolls and Reversals inherently more risky. With an above-average projectile level, Brawler's barrels can intercept and delete many projectiles in the game, and even allow Brawler to take his turn back and even punish the opponent should he find himself in blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. after calling them in.
Brawler's surprisingly quick pressure reset and mixup tool Venom Mine applies Poison on hit, and his Explosive Hook and Road to Hell explosions apply Incinerate . When combined, Brawler can eat away at his opponent's health and severely swing a match in his favor. Do not get too greedy; his high MP costs make his offense highly committal, and leave him vulnerable should he fail. Without access to his MP moves, his neutral When neither player is in an advantageous position in terms of stage position. is a lot less threatening and has to rely on very risky options to open up an opponent.Health |
1050 |
Guard Gauge |
1050 |
MP Regen Rate |
15 /second |
Prejump |
4F |
Backdash |
??F |
Fastest Attack |
5A, 2A (6f) |
Reversals |
623M/2M (13f) |
Brawler is classified as a Gimmicky type. He has many moves with good range and damage. He can use his Barrels as cover to cross the screen and assault the opponent's guard gauge. He has special damage in the form of Incinerate and Poison.
- Incredible Damage: Brawler's Poison and Incinerate damage over time afflictions ignore scaling which allows him to push his minimum combo damage much higher.
- Fearsome Okizeme: Brawler packs a myriad of offensive tools, going from high low mixups, strong staggers and guardbreak setups.
- Surprising Reach: Brawler's 2B, Chain Jack, and Blood Rage ChainGuardAllStartup15, 13, 14, 24Recovery29Advantage-10 allow him to get hits from deceptively far away.
- Durable: Tied for the highest guard gauge in the game and above average Health, both further enhanced during Clear Cube Awakening, Brawler isn't afraid to take a hit.
- Strong Armor: Brawler's Needle SpinGuardAllStartup13Recovery2Advantage-5~-2 has the most active super armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). in the game while Cave-inGuardAllStartup25, 20, 20Recovery21Advantage-3, +18×2 has the fastest super armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). in the game , giving him unique defensive and offensive options.
- Slow: Brawler has average run speed and one of the slower backwards walk speeds. Without spending MP, his screen-control is lacking and relatively unsafe.
- MP Burner: Brawler's MP Skills have reckless disregard for his mana. He risks putting himself deep into Exhaustion to maintain pressure.
- Stubby Invincible Reversal: Brawler's Invincible Reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. is small and can whiff when trying to anti air the opponent or when trying to escape pressure.
- Bad Midrange: Brawler's fast buttons are very stubby and his longer buttons are slower relative to the cast, making it harder to contest some pressure situations.
Unique Mechanics
Can cancel MP skills into other MP skills
Doubles the duration of Poison and Incinerate damage over time effects (Effectively doubling their damage)
Increases Damage dealt on hit by 5%
Increases Mana Recovery Rate by 40% (to 21/s).
Damage received when hit is reduced by 10%.
Guard Gauge Damage received when guarding is reduced by ??%
Normal Moves
5A
Not a lot to say, since 2A shares its speed but with better range, most important part of this normal is the followup 5AA
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 30 | 1 | - |
5AA
Amazing pressure button. Jump cancelable on block and a key normal in Brawler's stagger pressure.
In neutral, 5AA catches Rolls automatically when whiff cancelled from 5A with proper spacing.
When used in pressure, 5AA excels at oppening up defensive opponents. 5AA > IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.MS is a true string on block if performed instantly, which leads to a gapless overhead. This is very effective to bait invincible reversals, as the input requires to be done while crouching. It also frametraps into 2A against characters with a 6 frame Abare An attack during the opponent's pressure, intended to interrupt it. or slower while trading with 5 frame normals.
- Leads to favorable RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. on block.
- Leads to a gapless instant overhead j.A with Conversion.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw, Jump
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +2 | 40 | 1 | - |
5B
On par with 5AA when used as a pressure tool. Moves Brawler significantly forward, allowing him to consistently gap close combos starting from the maximum range of 2A.
Frametraps into 2A against characters with 7 a frame Abare An attack during the opponent's pressure, intended to interrupt it. or slower while trading with 6 frame normals. Gaplessly cancels into 2B or Ground TackleGuardLowStartup20Recovery31Advantage-14 on block, which is valuable for baiting the opponent's roll and Guard Cancel An attack which can be performed while the user is in blockstun.. Cancelling this normal into Road to Hell leaves brawler at -4, which makes it the only normal that lets him safely summon barrels during a blockstring.
- Brawler slightly reels back during the startup, allowing a niche use as a counter poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk..
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +3 | 55 | 3 | - |
2A
Relegated to being mostly a pressure reset and mixup tool after j.MS. Has a slight low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. on it.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 | 30 | 1 | - |
2B
Brawler's best meterless long-ranged poke and one of his most important combo tools, though is risky to throw out due to its high recovery.
When Brawler connects with 2B, it's mostly safe when cancelled into throw or 236M on block from max range. On hit, it even gives Brawler enough time to run Strike-Throw mixups when cancelled into 236M from max range.
- Hard knockdown on normal hit
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | HKD (+53) | 50 | 3 | - |
j.A
Brawler's fastest Air-to-Air, but mainly used as an overhead after a blocked j.MS or 5AA with Conversion.
Avoid using this normal when TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.MS is not true stringed into, because otherwise the opponent will tech out of the resulting combo when j.MS hits.
- Gaplessly Strings into j.B on block when used high enough or after a high j.MS while the opponent is standing.
Cancel Options: , j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | 2~+18 | 30 | 1 | - |
j.B
Brawler's main jump in button and high low mixup tool alongside j.S and a more rewarding Air-Air.
Can be cancelled into after j.A for a second overhead if brawler is high enough and the opponent blocked it while standing.
- Combos from j.MS > j.A if Brawler is high enough.
- Can whiff after j.MS if the opponent blocked it while crouching.
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +4~+21 | 50 | 3 | - |
Universal Mechanics
Throw
A+B
Mostly a useless throw without barrels. Does not lead to a meaty 2A in the corner.
- Can combo into an exploding barrel when set up correctly
- Punishable when comboing into a barrel that does not detonate in time
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%×2, 0% | HKD (+4) | - | 10 | - |
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
B+S
Uses 5B’s animation and hitboxes.
Brawler can use microdash 5M into Conversion after landing this to start running his offense. Catches mashing, jumping and backdashing. If the opponent backrolls after the guard cancel, use dash 2B instead.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | - | - | - |
Skills
Net Throw
5S Is a projectile property attack
Important combo extender due to its high hitstun values. Vacuums on both hit and block, making it the main option to combo into Cave-in with.
Frametraps into 214M against some characters, however, this can backfire if the opponent ISes this move. Thanks to its surprisingly fast recovery, Brawler can 2A to punish an opponent's roll attempt from 2B > 5S cancel.
- Despite being classified as a projectile, canceling Net Throw with Conversion will make the net disappear.
- Will beat parry-type reversal options such as Spectre's 2MS and Crusader's 4S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 2 | 70 | 5 | 3 |
Ground Tackle
2S Low attack. Must be guarded crouching Can hit a knocked down opponent off the ground
A Multihit slide that launches on the final hit. Strings gaplessly from 5B.
Fantastic blockstring filler, as it beats Rolls very reliably, catches backrolls, and leaves a very generous window to react to Guard Cancels with 214M. Although this move is four lows, the hitbox is high enough to catch backdashes and jumps that are partially mid air.
If it manages to whiff, Brawler is left wide open for a long time, such as when an opponent forward rolls through if was not true stringed into.
- Has a low profile during the active frames, which is useful against projectiles such as Launcher and Crusader's 6S.
- While Brawler can cancel any hit, almost every option immediately drops the combo unless canceled on the last hit.
Cancel Options: 6S, 4S, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×4 | KD (+30) | 30 | 1×3, 2 | - |
Sand Splash
6S Is a projectile property attack
Mainly used as combo filler for the jump cancels, as a safe blockstring ender, and to combo into 236M.
After the first part of the move, a very active projectile will come out that travels a short distance. Plus on block when spaced, as the projectile will hit the opponent late into the active frames.
One of Brawler's 2 safe blockstring enders, use this when the opponent pushed away during pressure.
Cancel Options: Jump (on hit only), MP Skills (on hit only)
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 70% | -2~+13 | 40, 20 | 4, 2 | -, 2 |
Needle Spin
4S, 4SS, 4SSS, 4SSSS Super Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves
One of Brawler's best and most notorious buttons. Good counterpoke, pressure tool, anti air and combo ender thanks to its Super Armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). and followups. Brawler's main "Blockstring ender", as 4S is only -2 on block.
- 4S
Leads to RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. on block against characters whose fastest normal is a 7 frame low, with the exception of Hitman. It easily and very severely punishes guard cancels, as the armor is very active. Delay cancelling into this move also baits DPs and rolls with proper spacing, effectively making this a move that can beat every defensive reversal option in the game.
This move can be used to create many checkmate and forced block situations when the opponent is low on guard gauge alongside 236M.
- Can cancel into follow up attacks even on whiff.
- Plus on block when IS'd
- 4SS, 4SSS, 4SSSS
Used at the end of combos to extend the duration of Poison and Incinerate while recovering MP and comboing into Awakening. Grounded hit 4SSSS can combo into AS without the need for conversion, making it possible for Brawler to close out rounds by frametrapping into it.
The followups are all -5 on block, which is unsafe against throws and characters with a 5 frame abare An attack during the opponent's pressure, intended to interrupt it..
- Every repetition of the spin has 3 hits of hyper armor, which refreshes every time a follow up is done, effectively having up to 12 hits of armor.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | ~+2 | 10x(3xN) | 1x(3xN) | - |
- Repeated uses have higher recovery, and therefore are more minus.
N refers to the number of activations in a single instance of Needle Spin.
Chain Jack
j.S Overhead attack. Must be guarded standing
Multi-hit overhead. Combos into j.MS most of the time to get a hard knockdown and start offense.
Brawler can freely choose on how many overheads he wants to land from this move in order to put pressure on the opponent's mental stack. However, with its long landing recovery, he cannot get a gapless follow up option. Each hit can cancel into j.M to reset his air actions for yet another overhead, but following with j.A or j.B will inherit the landing recovery of j.S unlike j.M which does not.
- Extends Brawler's hurtbox significantly, which loses to to invincible moves from far away.
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×3 | -5~+15 | 20×3 | 2×3 | - |
MP Skills
Blood Rage Chain
5M Inflicts hard knockdown on hit Only the second hits and onwards hit OTG
Brawler's fastest Midscreen poke that becomes very threatening with Conversion. Will always lead to a hard knockdown on hit, leaving Brawler with ample time to Conversion cancel into an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." and net himself a full combo.
Can easily check opponents who recklessly approach Brawler.
- The third hit of this move has the most blockstun, giving brawler an opportunity to use Conversion and then get in on the opponent. He has enough time to run up 2A or 5B in a lot of cases and take his turn.
- Serves as an occasional combo ender for stray hits that brawler is unable to convert anything else from.
- Alternatively, you can whiff this button with Conversion on purpose and bait the opponent into rolling it, allowing you to punish them.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×4 | -7 | 20×3, 40 | - | - |
Explosive Hook
2M or 623M Temporarily fully invincible
Very stubby, but Brawler's only invincible reversal option. Has a deceptively tall hitbox.
Leads to a cinematic on hit, which is particularly useful against setplay which normally leads to a favorable trade for the opponent, such as Launcher's j.MS or Ranger's grenade.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 50% | +15 | 30 | - | - |
Cave-in
4M or 214M Super Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves The falling boulders are considered projectiles The boulders knockdown on hit The boulders can hit OTG, launching the opponent
The anti-air. Armored, plus frames, and favorable trades make this possibly the best move in Brawler's entire kit. 3 hits of Super Armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). starting on frame 3 coupled with falling rocks that persist if Brawler is hit make this an extremely unique defensive option that gives him ways out of situations virtually every other character in the game has to respect.
The first hitbox reaches up all the way to the ceiling of the stage. Combined with armor, this makes it an anti air that sends the opponent to the moon for trying to jump in against Brawler.
This move is a very common RPS tool due to its almost immediate armor activation and difficulty to stop once it comes out. Despite super armor losing to lows, 214M also functions as an occasional pressure reset due to the threat of the frame advantage the falling rocks give him, forcing the opponent to carefully attempt to interrupt him or stay blocking and deal with a mixup situation. Against characters with a cinematic hit reversal, using 4M as a frametrap option is not effective as they don't have to worry about the falling rocks.
Brawler is also able to use this move as Abare An attack during the opponent's pressure, intended to interrupt it.; conversion cancel is available as soon as something hits the armor, allowing Brawler to interrupt the opponent's attack with 2A or 5A. Because of this, he is also able to punish faster jump-ins that would normally be safe due to their quick landing and sometimes even be able to 2A or throw midway through the startup animation of a followup. There are very few moves that can win out in this sequence (for example, Hitman's 6S or Striker's j.S > j.A cancel).
Another very important use of this move is to react to Guard Cancel An attack which can be performed while the user is in blockstun.s, as Brawler's 5AA , 5B and 2S have a lot of blockstun, providing a generous window to react and armor through them.
- Can easily punish bad roll attempts such as trying to roll out of the falling rocks while brawler has recovered
- Frametraps from 5S on most characterssmall characters are excluded, and 5S can be IS'd to also avoid the first hit of a following 4M.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×3 | HKD (+ Varies) | 80, 50×2 | - | -, 7, 7 |
Road to Hell
6M or 236M Is a projectile property attack Can hit a knocked down opponent off the ground
The ticket to his damage. Sends three barrels ready to explode in the opponent's face and ruin their day.
Barrels travel fullscreen and will detonate when Brawler hits them with any attack, or automatically after a delay of approximately 4 seconds. Each barrel deals a small amount of damage when initially making contact with an opponent.
6M is Brawler's main way of getting in, and is one of the reasons why full screen is one of his favorite places to be in. He can safely string into 236M from 5B and patiently wait for the opponent to commit to an option he can punish.
On offense it turns his pressure game into a ticking time bomb as the barrels do an obnoxious amount of Guard damage, forcing the opponent to eventually pick an option to try and escape Brawler, which can win him the round on the spot if they guessed wrong by either killing them during the resulting combo or checkmating them during the next pressure sequence.
The initial hit of a barrel has a very miniscule amount of blockstun, tiny enough for brawler to be able to tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. inbetween each hit. This also gives an opportunity for the opponent to jump, challenge or use their invincible reversal.
As soon as 236M is input, any barrels that are still active will instantly detonate. This allows Brawler to hitconfirm using 236M from a comfortable distance while the opponent tries to avoid or challenge them, putting them in a situation where brawler gets a meaty attack backed up by 3 barrels. If he confirms from close up, he gets a full combo. Using Conversion can also help confirming into a combo from further away.
- Barrel explosions apply Incinerate on hit.
- Has some of the highest projectile priority in the game.
- Several of Brawler's low recovery normalsExamples are 5A, 5AA, 5B and 4S become plus on block if timed well with barrel explosions.
- Since the barrels always appear behind Brawler, they make contact significantly faster when the opponent has him cornered.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%xHits, 90%xExplosions | +~40 | 10xHits, 100xExplosions | - | 4, 9 (Explosion) |
Venom Mine
j.M Is a projectile property attack Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground
One of the most versatile moves in Brawler's kit. Active for nearly half a second, extremely disjointed, a hard knockdown on hit and actionable on the way down. Overall a great tool for everything from space control to pressure, combo extensions, and high low mixups.
On offense, j.M is excellent at baiting the opponents invincible reversal, making them second guess themselves if they want to try to anti air Brawler again. Its ability to convert most stray hits into combos or knockdowns serves as the backbone for much of Brawler's neutral, as any interaction could potentially lead into his setplay and corner pressure.
When j.MS is blocked standing, Brawler gets access to a double overhead if he is high enough. j.A > j.B catches opponents who expect a follow up low. There is also a simple OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. in with this sequence the situation where the opponent blocks j.M low: the follow up j.A most likely hits them as it comes out almost immediately after. Brawler will whiff j.B, but he will recover in time and pick up a combo with 2A. On hit j.M > j.A > j.B also leads to a full combo.
For mixups, the preferred overhead followup option is j.B in case the opponent gets hit by the j.MS as it launches them upwards.
j.M can also be used defensively. A common method is Backdash > Conversion, as the j.MS activation can be fully performed as soon as he is in the air, beating incoming lows in the process.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | ~+65 | 60 | - | 5 |
- Poison does 12 damage per second, up to 60 damage (5 seconds). If another instance is applied, it overwrites the previous.
Awakening Skill
Upgraded Poison Mine: Firelock
AS
Very stubby activation range, usually comboed into after 4S juggles.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | HKD (+2) | - | - | - |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) |
D-Type Color (DFO) | |