Mii Brawler

141 moves70 changed by HDR71 vanillainternal miifighter
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-32Sakurai25 / 25-10216–0, 1shoulderl, arml
2-32Sakurai20 / 15-102handl
hdr
Jab
2-32Sakurai25 / 25-12218–0, 1top
hdr↧
Jab
5-62Sakurai35 / 140-24533–0, 1, 2kneel
Attack100Start vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
1-17 (every 2)0.5Sakurai7 / 20–1––0top
hdr
Jab
5-6245°65 / 130-28537–0, 1, 2, 3kneel, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-91049°35 / 110-22636–0, 1, 2legl, kneel
10-17668°35 / 110-200, 1, 2legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-810Sakurai34 / 84-14628–0, 1, 2kneer, legr
hdr
Forward Tilt
6-810Sakurai34 / 84-14628–0, 1, 2kneer, legr
hdr
Forward Tilt
6-810Sakurai34 / 84-14628–0, 1, 2kneer, legr
hdr‡
Up Tilt
6785°40 / 105-19631–0, 1arml
7785°40 / 105-180, 1arml
8-15785°40 / 105-170, 1arml
hdr‡
Down Tilt
7-10977°45 / 90-12726–0legr
7-10980°45 / 90-121kneer
7-10985°45 / 90-122kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
17-1818Sakurai35 / 102-261755–0, 1, 2arml
hdr
Forward Smash
17-1818Sakurai35 / 102-261755–0, 1, 2arml
hdr
Forward Smash
17-1818Sakurai35 / 102-261755–0, 1, 2arml
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
8-111584°35 / 101-29848–0, 1kneer
12-141096°32 / 93-280, 1kneer
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-101332°41 / 85-25944–0handl
9-101332°41 / 85-251shoulderl
9-101335°50 / 88-252, 3legr, kneer

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-710Sakurai30 / 95053871-4, 32–0, 1, 2kneel, kneer
8-247Sakurai25 / 100-20, 1, 2kneel, kneer
hdr‡
Forward Air
6-85366°48 fixed-563591-3, 25–0, 1, 2kneer, legr
6-8575°35 / 35-53, 4, 5kneer, legr
13-186Sakurai40 / 110-40, 1, 2kneel, legl
hdr‡
Back Air
9-121050°26 / 100-3937101-4, 29–0legl
9-1213Sakurai26 / 104-11, 2, 3legr, kneer
hdr‡
Up Air
6-11969°30 / 97-363191-2, 26–0, 1legr, kneer
hdr
Down Air
16-1814270°0 / 67-41646131-4, 37–0, 1shoulderr, armr

Special Attacks

61 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns ironball160–––
hdr‡
Neutral Special
70.4190°35 fixed-12722––0top
7, 11, 14, 170.480°50 fixed-121top
7, 11, 14, 170.4366°30 fixed-122top
7, 11, 14, 17360°110 fixed-113top
110.4366°20 fixed-80top
140.490°20 fixed-50top
170.490°20 fixed-20top
200.4366°20 fixed+10top
200.4366°40 fixed+11top
20360°40 fixed+22top
vanilla
Neutral Special
2-26 (every 4)0.4366°50 fixed-28233––0, 1, 2armr, top
4-28 (every 4)0.4366°50 fixed-260, 1, 2arml, top
300.4366°50 fixed00, 1, 2top
320.460°23 fixed+20, 1top
hdr‡
Neutral Special
no hitboxes–39–––
hdr‡
Neutral Special
1010.580°60 / 92–100-211039––0top
vanilla
Neutral Special
no hitboxes–27–––
vanilla‡
Neutral Special
50-5225Sakurai40 / 80-145080––0legl
50-5223Sakurai40 / 80-151legl
vanilla‡
Neutral Special
44-4628Sakurai40 / 77-124474––0legl
44-4626Sakurai40 / 77-131legl
hdr➔‡
Neutral Special
spawns ironball154–––
hdr‡
Neutral Special
70.4190°35 fixed-12722––0top
7, 11, 14, 170.480°50 fixed-121top
7, 11, 14, 170.4366°30 fixed-122top
7, 11, 14, 17360°110 fixed-113top
110.4366°20 fixed-80top
140.490°20 fixed-50top
170.490°20 fixed-20top
200.4366°20 fixed+10top
200.4366°40 fixed+11top
20360°40 fixed+22top
vanilla
Neutral Special
2-26 (every 4)0.4366°50 fixed-28233––0, 1, 2armr, top
4-28 (every 4)0.4366°50 fixed-260, 1, 2arml, top
300.4366°50 fixed00, 1, 2top
320.460°23 fixed+20, 1top
hdr‡
Neutral Special
no hitboxes–39–––
hdr‡
Neutral Special
1010.580°60 / 92–100-291047––0top
vanilla
Neutral Special
no hitboxes–27–––
vanilla‡
Neutral Special
50-5221.25Sakurai40 / 80-165080––0legl
50-5219.55Sakurai40 / 80-171legl
vanilla‡
Neutral Special
44-4623.8Sakurai40 / 77-144474––0legl
44-4622.1Sakurai40 / 77-151legl
hdr
Side Special
16-30260°130 fixed-541674––0top
hdr
Side Special
3-4270°11 fixed-63370––0, 1top
7-92367°16 fixed-590top
122367°50 fixed-540top
14-152367°50 fixed-520top
17-181.5270°44 fixed-440top
27-285.580°78 / 169-370toer
SpecialS2Start vanilla•
Side Special
no hitboxes–17–––
hdr
Side Special
2-101344°70 / 60-2214––0hip
11-131244°60 / 54+60hip
vanilla‡•
Side Special
no hitboxes–3517––
vanilla‡
Side Special
no hitboxes–18–––
vanilla‡
Side Special
no hitboxes–32–––
hdr‡¶
Side Special
13-25––– / –––56––0, 1grab
13-25––– / ––0, 1grab
vanilla
Side Special
130°100 / 10–147––0–
2350°60 / 100–0, 1top
3-5350°60 / 100-400top
hdr
Side Special
16-30275°60 fixed-641684––0top
hdr•
Side Special
3-42367°30 fixed-533604–0, 1top
7-92367°16 fixed-490top
122367°50 fixed-440top
14-152367°50 fixed-420top
17-181.560°40 fixed-340top
27-295.580°58 / 158-270top
hdr•
Side Special
no hitboxes–17–––
hdr
Side Special
no hitboxes–40–––
hdrথ
Side Special
13-25––– / –––6436–0, 1grab
13-25––– / ––0, 1grab
vanilla•
Side Special
130°100 / 10–14736–0–
2350°60 / 100–0, 1top
3-5350°60 / 100-400top
vanilla•
Side Special
1+30°100 / 10–1–36–0–
hdr‡
Side Special
1065°45 / 230–137––0–
1-21865°60 / 30–0top
SpecialHi1 hdr✕◆•
Up Special
no hitboxes–1–––
hdr
Up Special
1445°45 / 170-49155––0top
2-9445°45 / 170-480top
hdr
Up Special
8-9375°90 fixed-58870––0top
8-93367°70 fixed-580top
8-9375°90 fixed-581top
8-9380°80 fixed-581top
8-93367°130 fixed-582top
8-93366°160 fixed-583top
15, 20, 26, 311.5367°70 fixed-520top
15, 20, 26, 311.580°60 fixed-521top
15, 20, 26, 311.5367°130 fixed-522top
15, 20, 26, 311.568°130 fixed-523top
36-37645°65 / 116-280rot
hdr‡
Up Special
6-70.880°170 fixed-50659––0top
6-70.8105°160 fixed-501top
9-15 (every 3)0.8367°80 fixed-470top
9-15 (every 3)0.870°90 fixed-471top
180.8367°80 fixed-380top
180.8367°50 fixed-381top
23-24982°50 / 99-290top
hdr☆‡
Up Special
4-51452°56 / 74–4–––0, 1, 2legr, kneer
6-14845°40 / 80–0, 1legl, kneer
hdr☆
Up Special
3+8270°64 / 13–3–––0top
SpecialAirHi1 vanilla◆•
Up Special
no hitboxes–1–––
hdr◆‡
Up Special
4-51452°56 / 74-39453––0, 1, 2legr, kneer
6-14845°40 / 80-400, 1legl, kneer
hdr
Up Special
38270°64 / 13+733––0top
hdr
Up Special
8-9375°90 fixed-58870––0top
8-93367°70 fixed-580top
8-9375°90 fixed-581top
8-9380°80 fixed-581top
8-93367°130 fixed-582top
8-93366°160 fixed-583top
15, 20, 26, 311.5367°70 fixed-520top
15, 20, 26, 311.580°60 fixed-521top
15, 20, 26, 311.5367°130 fixed-522top
15, 20, 26, 311.568°130 fixed-523top
36-37645°65 / 116-280rot
hdr‡
Up Special
6-70.880°170 fixed-50659––0top
6-70.8105°160 fixed-501top
9-15 (every 3)0.8367°80 fixed-470top
9-15 (every 3)0.870°90 fixed-471top
180.8367°80 fixed-380top
180.8367°50 fixed-381top
23-24982°50 / 99-290top
hdr☆
Up Special
1445°45 / 170–1–––0top
2-9445°45 / 170–0top
hdr◆
Down Special
13-151290°45 / 54-201342––0top
13-151090°10 / 100-211top
13-151070°35 / 64-212top
13-1510110°35 / 64-213top
13-15845°60 / 60-224top
hdr◆•
Down Special
1-1116Sakurai60 / 66–1–––0hip
12+13Sakurai60 / 66–0hip
hdr◆
Down Special
1-4960°70 / 105-25133––0top
hdr•‡
Down Special
no hitboxes–55–JC 33–
SpecialLw2Landing vanilla
Down Special
no hitboxes–16–––
SpecialLw2KickLanding vanilla
Down Special
no hitboxes–32–––
vanilla‡
Down Special
no hitboxes–39–––
hdr‡
Down Special
1-513Sakurai70 / 100–152––0–
8-10––– / ––2grab
hdr‡
Down Special
110275°25 fixed–131––0–
1-123Sakurai70 / 100–0–
vanilla◆•‡
Down Special
no hitboxes–15–––
hdr‡•
Down Special
8-211035°65 / 75-2784331–0kneer
8-211060°65 / 75-271kneer
hdr•
Down Special
1-2780°95 / 40-2012715–0, 2top
hdr•‡
Down Special
no hitboxes–5515JC 33–
vanilla‡
Down Special
no hitboxes–39–––
hdr‡
Down Special
1-513Sakurai70 / 100–152––0–
8-10––– / ––2grab
hdr
Down Special
11270°1 fixed–137––0–
1-103Sakurai70 / 100–0–
1413280°36 / 44-130throw

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1645°45 / 149–1431170–
1-123Sakurai60 / 100–0–
133Sakurai80 / 40-140throw
hdr‡
Back Throw
1545°60 / 70–1129180–
1-83Sakurai60 / 100–0–
9-10445°50 / 130–0top
hdr
Up Throw
1785°65 / 90–1640240–
1-393Sakurai40 / 100–0–
hdr
Down Throw
1669°75 / 65–2040200–
1-173Sakurai60 / 100–0–
18-191Sakurai80 / 40–0throw

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
23-25945°90 / 20-262356–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
vanilla‡
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–36––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Ironball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-721547°50 / 580top

Attributes

Weight & Size

Weight
85
Jostle Weight
6
Shield Radius
9.9

Ground Movement

Walk Speed
1.26
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
2.07
Run Accel (mul)
0.085
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
12.5125
Full Hop Height
30
Short Hop Height
13
Air Jump Height
30
Jump Count
2
Horizontal Jump Speed
1.8
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.5

Air Movement

Air Speed
1.1
Air Accel (add)
0.018
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.145
Fall Speed
2.5

Landing Lag

Nair
7
Fair
9
Bair
10
Uair
9
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (10 -> 1 frames).Up Special (1), Up Special (Air, 1)
  • HDR replaces the animation (47 -> 55 frames).Up Special (Air, 12)
  • HDR replaces the animation (32 -> 62 frames).Down Special (1)
  • HDR replaces the animation (13 -> 28 frames).Down Special (1Loop)
  • HDR replaces the animation (78 -> 64 frames).Down Special (1Landing)
  • HDR replaces the animation (32 -> 20 frames).Down Special (Air, 1)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, Up Air, Neutral Special (1), Neutral Special (2Start), Neutral Special (2Miss), Neutral Special (2Finish), Neutral Special (3), Neutral Special (3Turn), Neutral Special (Air, 1), Neutral Special (Air, 2Start), Neutral Special (Air, 2Miss), Neutral Special (Air, 2Finish), Neutral Special (Air, 3), Neutral Special (Air, 3Turn), Side Special (2Hit), Side Special (2HitLanding), Side Special (2End), Side Special (3Dash), Side Special (Air, 3Dash), Side Special (Air, 3Landing), Up Special (3), Up Special (12), Up Special (Air, 12), Up Special (Air, 3), Down Special (2Start), Down Special (3), Down Special (3Catch), Down Special (3Throw), Down Special (Air, 1), Down Special (Air, 2Kick), Down Special (Air, 2Start), Down Special (Air, 3), Down Special (Air, 3Catch), Forward Throw, Back Throw, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (3Dash), Side Special (Air, 3Dash), Up Special (2), Up Special (Air, 2)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (12), Up Special (13), Up Special (Air, 14)
✕HDR removes this move’s hitboxes.
  • Up Special (1), CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Ironball is on the field for up to 72 frames (param_ironball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ironball: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Ironball — see Projectiles & Articles below.Neutral Special (1), Neutral Special (Air, 1)
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (2Start), Side Special (Air, 2Start), Up Special (1), Up Special (Air, 1), Down Special (2Start), Down Special (Air, 1), Down Special (Air, 2Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 17 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it in Side Special (2HitLanding), which recovers in 17 frames rather than the 34 this move would otherwise run.Side Special (2Hit)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Side Special (Air, 1End)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames rather than the 63 this move would otherwise run.Side Special (Air, 3Dash)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames rather than the 46 this move would otherwise run.Side Special (Air, 3Catch)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Air, 3Fall), Down Special (1Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames and is the only way out of it.Side Special (Air, 3Fall)
  • Land cancels: touching the ground during this move ends it in Down Special (2KickLanding), which recovers in 31 frames rather than the 42 this move would otherwise run.Down Special (Air, 2Kick)
  • Land cancels: touching the ground during this move ends it in Down Special (2Landing), which recovers in 15 frames rather than the 26 this move would otherwise run.Down Special (Air, 2AutoAttack)
  • Land cancels: touching the ground during this move ends it in Down Special (2Landing), which recovers in 15 frames rather than the 54 this move would otherwise run.Down Special (Air, 2Start)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.