nyuuzyou/wikis huggingface dataset:
Mii Brawler (SSBU)/Dash attack

==Overview==
Mii Brawler kicks their leg out while running forward. While the move has mediocre kill power and struggles to kill opponents even at extremely high percents, the distance Mii Brawler covers in combination with its 12 active frames make it a valuable burst option for punishing landing opponents and opening them up to more juggling. In addition, the move has niche uses as a combo finisher at lower percents, especially out of a landing forward air.
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-17
Interruptible 	36
Animation length	59
Category:Mii Brawler (SSBU)
Category:Dash attacks (SSBU)
Mii Brawler (SSBU)/Down aerial

==Overview==
Mii Brawler swings both hands from over their head to under their torso. The move has 2 frames where it either meteors airborne opponents or launches grounded opponents of a high enough percentage and 1 frame which sends at the Sakurai Angle. Due to its high startup, mediocre endlag and extremely niche combo applications, down aerial is often reserved for offstage and ledgetrapping situations. The size of its hitbox allows down air to hit ledge-hanging opponents without Brawler needing to leave to the stage, and its late hit is immune to teching as long as Brawler faces towards the ledge while using it. Otherwise, the move can be used for reading an opponent's recovery or finishing an opponent whose recovery path is predictable and resources to return to stage are exhausted.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	16-17
Late hit 	18
Ending autocancel 	37-
Interruptible 	50
Animation length 	59
|-
===Landing lag===
Interruptible 	19
Animation length	34
Category:Mii Brawler (SSBU)
Category:Down aerials (SSBU)
Mii Brawler (SSBU)/Down smash

==Overview==
Mii Brawler stretches their arm and leg out to hit on both sides of them simultaneously. At modest damage, range, and startup time, down smash can be a reliable tool to catch cornered opponents rolling in or a tech option. The leg hitbox has slightly stronger knockback scaling than the fist, making using the move while turned around preferable on players at KO percentages.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hitboxes 	9-10
Interruptible 	44
Animation length	60
Category:Mii Brawler (SSBU)
Category:Down smashes (SSBU)
Mii Brawler (SSBU)/Down special

==Overview==
Like other Miis, Mii Brawler has a choice between 3 moves for their down special.
For the technical data of each neutral special, see:
*Head-On Assault
*Feint Jump
*Counter Throw
Category:Mii Brawler (SSBU)
Category:Down special moves (SSBU)
Mii Brawler (SSBU)/Down special/Custom 1

==Overview==
==Hitboxes==
|}
==Timing==
===Feint Jump===
Full body intangible 	2-4
Earliest continuable (kick)	18
Auto attack detection 	27-42
Interruptible 	57
Animation length 	56
|-
|-
===Kick===
Hitboxes 	8-21
Interruptible 	53
Animation length	52
===Auto Attack===
Hitboxes 	1-2
Interruptible 	27
Animation length	26
Category:Mii Brawler (SSBU)
Category:Down special moves (SSBU)
Mii Brawler (SSBU)/Down special/Custom 2

==Overview==
==Update History==
 
*
 
*
==Throw and Hitboxes==
===Collateral Hitbox===
|}
===Throw===
|}
==Timing==
===Counter===
Intangibility 	5-6
Counter 	6-23
Interruptible 	38
Animation length	46
|-
===Grab===
Intangibility 	1-47
Search 	4-5
Interruptible 	40
Animation length	47
|-
===Throw===
During frames 1 and 13, the move inflicts 5 frames of hitlag to both Mii Brawler and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincible 	1-13
Hitbox (early, late)	9-11, 12
Throw 	14
Interruptible 	47
Animation length 	55
|-
Category:Mii Brawler (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Mii Brawler (SSBU)/Down special/Default

==Overview==
==Hitboxes==
|}
==Timing==
===Ground===
Ascent hitboxes 	8, 9-11, 12-15
Falling hitboxes	31-32, 33, 34-35, 36+
===Air===
Falling hitboxes	23-24, 25, 26-27, 28+
===Landing===
Hitboxes 	1-4
Interruptible 	59
Animation length	70
Category:Mii Brawler (SSBU)
Category:Down special moves (SSBU)
Mii Brawler (SSBU)/Down throw

Mii Brawler down throw hurtbox and hitbox visualization	Mii Brawler down throw hurtbox and hitbox visualization	Mii Brawler down throw hurtbox and hitbox visualization	Mii Brawler down throw hurtbox and hitbox visualization	Mii Brawler down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Mii Brawler karate chops the opponent, launching them upwards. This throw is Mii Brawler's best combo throw, leading to high-damage combos utilizing aerials at low percentages, and kill confirms into Thrust Uppercut or Helicopter Kick at higher percentages. In addition, the move is capable of killing opponents off the top at extremely high percentages, making for a niche last-resort kill option.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-20
Hitbox 	18-19
Throw Release 	20
Interruptible 	36
Animation length	67
|-
Category:Mii Brawler (SSBU)
Category:Down throws (SSBU)
Mii Brawler (SSBU)/Down tilt

==Overview==
Mii Brawler performs a sweeping kick that launches opponents upwards. Down tilt is a versatile move that can start combos into and continue combos out of aerials at low and medium percentages, catch opponents hanging on the ledge, and is even a reliable kill confirm, most notably into Helicopter Kick.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	28
Animation length	41
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Mii Brawler (SSBU)
Category:Down tilts (SSBU)
Mii Brawler (SSBU)/Edge attack

==Overview==
Mii Brawler extends their hand in a karate-chop fashion, attacking opponents near the ledge. The move's stats are typical for a get up attack.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mii Brawler (SSBU)
Category:Edge attacks (SSBU)
Mii Brawler (SSBU)/Final Smash

==Overview==
==Hitboxes==
===Start===
|}
===Attack===
|}
==Timing==
===Start===
Hitboxes 	21-22, 23, 24-30
Interruptible 	90
Animation length	89
===Attack===
Hits 1-26 	7, 15, 24, 35, 50,55, 60, 65, 70, 78,89, 97, 105, 113, 118,123, 130, 136, 144, 150,157, 162, 168, 173, 182,195
Hit 27 	221
Interruptible 	267
Animation length	269
Category:Mii Brawler (SSBU)
Category:Final Smashes (SSBU)
Mii Brawler (SSBU)/Floor attack (back)

==Overview==
Mii Brawler gets back on their feet by sweeping around themself using their legs, first hitting behind themself, then in front. The stats are typical of an average get-up attack.
==Hitboxes==
|}
==Timing==
Intangibility 	1-21
Hit 1 	16-17
Hit 2 	20-21
Interruptible 	46
Animation length	49
|-
Category:Mii Brawler (SSBU)
Category:Floor attacks (SSBU)
Mii Brawler (SSBU)/Floor attack (front)

==Overview==
Mii Brawler gets back on their feet by sweeping around themself using their legs, first hitting in front of themself, then behind. The stats are typical of an average get-up attack.
==Hitboxes==
|}
==Timing==
Intangibility 	1-21
Hit 1 	16-17
Hit 2 	20-21
Interruptible 	46
Animation length	49
|-
Category:Mii Brawler (SSBU)
Category:Floor attacks (SSBU)
Mii Brawler (SSBU)/Floor attack (trip)

==Overview==
Mii Brawler stands up and kicks behind themself, then in front. The stats are typical of a normal get up attack.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	49
|-
Category:Mii Brawler (SSBU)
Category:Floor attacks (SSBU)
Mii Brawler (SSBU)/Forward aerial

==Overview==
Mii Brawler attacks with their feet, with one hit designed to lead into the other. Forward aerial is most frequently seen in Mii Brawler's combos, usually out of down tilt or down throw. While the move has weak knockback, its two hitboxes make it a reliable move for pushing opponents into the blastzone in edgeguarding scenarios.
Additionally, forward aerial is notorious for failing to connect its first hit into the second hit when the move is performed during certain parts of their jump.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	8-9
Hit 2 	15-17
Ending autocancel 	30-
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Interruptible 	12
Animation length	27
Category:Mii Brawler (SSBU)
Category:Forward aerials (SSBU)
Mii Brawler (SSBU)/Forward smash

Mii Brawler forward smash hitbox visualizations	Mii Brawler forward smash hitbox visualizations	Mii Brawler forward smash hitbox visualizations	Mii Brawler forward smash hitbox visualizations	Mii Brawler forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Mii Brawler puts their entire body into a forward punch. Forward smash is one of Mii Brawler's most powerful moves, the uncharged version KOing as early as 60% on cornered opponents - as well as their slowest normal attack. In addition, forward smash can be used as a kill confirm out of a landing neutral air around 60% or landing up air (the latter requires the smash attack be angled upwards). It's also a viable tool for reading an opponent's option, though the minimal active frames of forward smash make it difficult to time. Overall, it is the best move to use on incapacitated opponents, such as those recovering from a shield break or moves with high endlag.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	17-18
Interruptible 	68
Animation length	75
Category:Mii Brawler (SSBU)
Category:Forward smashes (SSBU)
Mii Brawler (SSBU)/Forward throw

Mii Brawler forward throw hurtbox visualization	Mii Brawler forward throw hurtbox visualization	Mii Brawler forward throw hurtbox visualization	Mii Brawler forward throw hurtbox visualization	Mii Brawler forward throw hurtbox visualization
 	 	 	 	
==Overview==
Mii Brawler swings the arm used to grab the opponent, launching them forward. While this throw has zero combo potential, it is Mii Brawler's most reliable kill throw, capable of killing midweight characters DIing properly around 170% near ledge, and earlier with rage. The throw is also executed on frame 14, meaning that a burst dash grab into a buffered forward throw is capable of catching an opponent DIing poorly, which kills about 50% earlier compared to proper DI.
==Throw Data==
|}
==Timing==
During frame 13, the move inflicts 6 frames of hitlag to both Mii Brawler and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-14
Throw Release 	14
Interruptible 	38
Animation length	51
|-
Category:Mii Brawler (SSBU)
Category:Forward throws (SSBU)
Mii Brawler (SSBU)/Forward tilt

Mii Brawler forward tilt hitbox visualizations.	Mii Brawler forward tilt hitbox visualizations.	Mii Brawler forward tilt hitbox visualizations.	Mii Brawler forward tilt hitbox visualizations.	Mii Brawler forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Mii Brawler performs a roundhouse kick, extremely similar to the one done by Mario. This move is often used as a safe option to keep approaching opponents away, and its use outside of this is limited, usually as an unoptimal follow-up to neutral air.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	28
Animation length	55
Category:Mii Brawler (SSBU)
Category:Forward tilts (SSBU)
Mii Brawler (SSBU)/Grab

==Overview==
Mii Brawler grabs with the hand facing away from the camera. Its range is below-average to average for a grab, and its stats are typical of a normal grab.
When Mii Brawler misses the grab, the Mii's face gives a shocked expression.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	42
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	52
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	53
Category:Mii Brawler (SSBU)
Category:Grabs (SSBU)
Mii Brawler (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Feint Hook 	
Neutral attack 2 	Feint Combo 	
Neutral attack rapid jab 	Hundred Rending Punch 	
Neutral attack finisher 	Hundred Rending Finish 	
Forward tilt 	Side Kick 	
Forward tilt up 	Side Kick 	
Forward tilt down 	Side Kick 	
Up tilt 	Jumping Uppercut 	
Down tilt 	Ground Kick 	
Dash attack 	Rush Kick 	
Forward smash 	Great Crushing Punch 	
Forward smash up 	Great Crushing Punch 	
Forward smash down 	Great Crushing Punch 	
Up smash 	Cartwheel Kick 	
Down smash 	Great Front and Back Smash	
Neutral aerial 	Flying Kick 	
Forward aerial 	Flying Double Kick 	
Back aerial 	Flying Back Kick 	
Up aerial 	Flying Up Kick 	
Down aerial 	Flying Hammer Knuckle 	
Neutral special 	Shot Put 	
Neutral special grounded 	Flashing Mach Punch 	
Neutral special grounded miss	Flashing Mach Punch 	
Neutral special aerial 	Flashing Mach Punch 	
Neutral special 	Exploding Side Kick 	
Neutral special reversed 	Exploding Side Kick 	
Side special grounded startup	Onslaught 	
Side special grounded 	Onslaught 	
Side special aerial startup 	Onslaught 	
Side special aerial 	Onslaught 	
Side special 	Burning Dropkick 	
Side special grounded 	Suplex 	
Side special aerial 	Suplex 	
Side special throw 	Suplex 	
Up special ascent 	Soaring Axe Kick 	
Up special descent 	Soaring Axe Kick 	500px
Up special landing 	Soaring Axe Kick 	
Up special grounded 	Helicopter Kick 	
Up special aerial 	Helicopter Kick 	
Up special 	Thrust Uppercut 	
Down special ascent 	Head-On Assault 	
Down special descent 	Head-On Assault 	
Down special landing 	Head-On Assault 	
Down special 	Feint Jump 	
Down special kick 	Feint Jump 	
Down special auto attack 	Feint Jump 	
Down special 	Counter Throw 	
Down special grounded grab 	Counter Throw 	
Down special aerial grab 	Counter Throw 	
Down special throw 	Counter Throw 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Backhand Throw 	
Back throw 	Kick Throw 	
Up throw 	Launching Palm Throw 	
Down throw 	Karate Chop Throw 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Mii Brawler (SSBU)
Category:Hitboxes (SSBU)
Mii Brawler (SSBU)/Neutral aerial

==Overview==
Mii Brawler sticks their legs out akin to the neutral aerial done by Fox. Neutral air is Mii Brawler's single most versatile move, as it has roles in combos from 0% to very high percents, and its strong hit can kill opponents around 150% near ledge and even earlier offstage. It's also usable as a landing option as it has only 6 frames of landing lag, and can be extremely safe on shields allowing Mii Brawler to jab to catch opponents dropping shields after using the move.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-29
Ending autocancel 	37-
Interruptible 	46
Animation length 	55
|-
===Landing lag===
Interruptible 	7
Animation length	23
Category:Mii Brawler (SSBU)
Category:Neutral aerials (SSBU)
Mii Brawler (SSBU)/Neutral attack

==Overview==
Mii Brawler's neutral attack consists of a flurry of punches that ultimately ends in a straight kick.
For the technical data of each individual hit, see:
*Mii Brawler (SSBU)/Neutral attack/Hit 1
*Mii Brawler (SSBU)/Neutral attack/Hit 2
*Mii Brawler (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2-3
Consecutive jab 	7
Jab 2 	6-7
Rapid jab 	13, 15, 17, 19, 21, 23, 25, 27, 29
Rapid jab finisher	33-34
Interruptible 	16, 23, 60
Animation lengths 	31, 35, 84
|-
|-
Category:Mii Brawler (SSBU)
Category:Neutral attacks (SSBU)
Mii Brawler (SSBU)/Neutral attack/Hit 1

==Overview==
The Mii Brawler punches in front of themself. At frame 2, this is the Mii Brawler's fastest move, and can be used in tandem with low-lag moves like Neutral Air to create difficult pressure situations for the opponent, where they must guess if the Brawler will continue the pressure with jab or grab, or back off. Jab can also jab lock, but is prone to whiffing opponents who lay very low on the floor when missing a tech.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-3
Continuability window	5-30
Consecutive jab frame	7
Interruptible 	16
Animation length 	31
|-
Category:Mii Brawler (SSBU)
Category:Neutral attacks (SSBU)
Mii Brawler (SSBU)/Neutral attack/Hit 2

==Overview==
Mii Brawler jabs again, this time with their opposite hand. Like the first hit of jab, this move can also be used to jab lock, but is a weaker option as it has 3 more frames of endlag than jab 1. This extra endlag prevents certain punish options, such as forward smash.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	2-3
Continuability 	Pressed repeatedly	5-18
Continuability 	Held on hit 	7
Interruptible 	Interruptible 	19
Animation length	Animation length 	31
|-
Category:Mii Brawler (SSBU)
Category:Neutral attacks (SSBU)
Mii Brawler (SSBU)/Neutral attack/Infinite

==Overview==
Mii Brawler delivers a flurry of punches. This move can be extended by continuing to hold down the button. Its frame data and damage output are typical of a normal infinite jab.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	3-4, 21-22
Rapid jab 	5, 7, 9, 11, 13, 15, 17, 19, 21
Finisher 	4-5
Interruptible 	41
Animation length	55
Category:Mii Brawler (SSBU)
Category:Neutral attacks (SSBU)
Mii Brawler (SSBU)/Neutral special

==Overview==
Like other Miis, Mii Brawler has a choice between 3 moves for their neutral special.
For the technical data of each neutral special, see:
*Shot Put
*Flashing Mach Punch
*Exploding Side Kick
Category:Mii Brawler (SSBU)
Category:Neutral special moves (SSBU)
Mii Brawler (SSBU)/Neutral special/Custom 2

==Overview==
Mii brawler lifts its leg up, and charges for a bit before unleashing an exploding side kick. This move is a “bold” move, in a similar vein to Falcon Punch or Aymr. It has heavy startup, but huge power, meaning it is generally only used after a shield break or for hard reads. However, this move is a bit faster than the average bold move, has super armor, and deals heavy shield-stun, making it surprisingly safe on shield. The move can also be turned around during the charge. The super armor also makes it slightly safer for hard read scenarios. However, the moves high end-lag on whiff allows for easy punishes. Overall, as is typical for most bold moves, the move finds itself extremely situational due to its extremely slow start up forcing mii brawler to rely on correct predictions or shield breaks to connect. The move is Mii Brawler's least useful neutral special and one of their least useful moves overall.
==Hitboxes==
|}
==Timing==
===Regular===
Super Armor 	40-52
Turn around possible	9-30
Hitbox 	50-52
Interruptible 	80
Animation length 	94
|-
|
|-
|-
===Reversed===
Startup before staring to reverse must be added. Making the hitbox range from frame 52 to frame 73.
Turnaround 	21
Super Armor 	35-46
Hitbox 	44-46
Interruptible 	74
Animation length	83
|-
Category:Mii Brawler (SSBU)
Category:Neutral special moves (SSBU)
Mii Brawler (SSBU)/Pummel

==Overview==
Mii Brawler headbutts the opponent they've grabbed. It's damage output and recovery frames are typical of a normal pummel, and is useful for getting grabbed opponents into KO percentages for forward throw, or confirms from down throw into Helicopter Kick or Thrust Uppercut.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	21
Category:Mii Brawler (SSBU)
Category:Pummels (SSBU)
Mii Brawler (SSBU)/Side special

==Overview==
Like other Miis, Mii Brawler has a choice between 3 moves for their side special.
For the technical data of each neutral special, see:
*Onslaught
*Burning Dropkick
*Suplex
Category:Mii Brawler (SSBU)
Category:Side special moves (SSBU)
Mii Brawler (SSBU)/Side special/Custom 1

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
This strip assumes Mii Brawler remains airborne. On ground level, Mii Brawler lands immediately after the hitbox disappears, making it interruptible on frame 61.
Clean hit 	18-26
Late hit 	27-29
Interruptible 	69
Animation length	73
===Landing lag===
Interruptible 	32
Animation length	46
===Rebound on hit===
Interruptible 	35
Animation length	39
===Rebound landing lag===
Interruptible 	18
Animation length	29
Category:Mii Brawler (SSBU)
Category:Side special moves (SSBU)
Mii Brawler (SSBU)/Side special/Custom 2

==Overview==
==Hitboxes==
===Dash===
|}
|}
===Suplex===
|}
|}
==Timing==
===Dash===
Windboxes 	9, 10-12
Grab 	13-21
Interruptible (ground) 	52
Animation length (ground, air)	59, 48
|Ground 
|-
|Air 
===Throw===
This strip assumes the move is being used at ground level. Mii Brawler starts falling on frame 47 and the fall keeps going until Mii Brawler receives knockback or they hit a floor. The landing hit is frame 1, and the throw is frame 11 on landing.
Heavy armor 	1-76
Hit 1 	2, 3-5
Rising hit 	17-25
Falling 	47-51
Landing hit 	52-53
Throw 	62
Interruptible 	88
Animation length	108
|-
Category:Mii Brawler (SSBU)
Category:Side special moves (SSBU)
Mii Brawler (SSBU)/Side special/Default

==Overview==
==Hitboxes==
===Dash===
|}
===Onslaught===
====Grounded====
|}
====Aerial====
|}
==Timing==
===Grounded===
Hitboxes 	16-30
Interruptible 	74
Animation length	83
===Aerial===
Hitbox 	16-30
Animation length	83
===Grounded hit===
Hits 1-6 	4-5, 8-10, 13, 15-16, 18-19
Hit 7 	28-29
Interruptible 	71
Animation length	84
===Aerial hit===
Hits 1-6 	4-5, 8-10, 13, 15-16, 18-19
Hit 7 	28-30
Animation length	77
Category:Mii Brawler (SSBU)
Category:Side special moves (SSBU)
Mii Brawler (SSBU)/Up aerial

==Overview==
Mii Brawler swings their foot over their head. With low base knockback, this move is a poor choice to use on opponents at low percentages. However, at medium-to-high percentages, up air can become a key combo tool for damage and KOs, as landing it while fastfalling can - at variable percents - lead into any aerial, up smash, an upward-angled forward smash, Suplex, and more. Most notably, a falling up air leads into up specials Helicopter Kick and Thrust Uppercut for extremely large percent windows, and can kill for much of those windows as well, making it a strong option for taking stocks while staying relatively safe. In addition, the move can be autocancelled out of a fast fall short hop, provided that the fast fall is delayed by a few frames. This allows for Mario-like up air chains and confirms into Mii Brawler's faster moves.
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1
Hitboxes 	6-10
Ending autocancel 	23-
Interruptible 	36
Animation length 	52
|-
===Landing lag===
Interruptible 	11
Animation length	30
Category:Mii Brawler (SSBU)
Category:Up aerials (SSBU)
Mii Brawler (SSBU)/Up smash

==Overview==
Mii Brawler performs a bicycle kick in the same vein as Fox's up smash. While looking very similar to the same move performed by Fox, Mii Brawler's up smash takes a frame longer to come out and kills later. In addition, it is much harder to confirm into, as it usually is only capable of connecting after neutral air if the opponent holds in for the first attack. Despite this, up smash is a reliable tool for kills, especially when used as an anti-air or out of an empty hop to bait the opponent into dropping their shield.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Leg intangible 	8-12
Clean hit 	8-12
Late hit 	13-14
Interruptible 	48
Animation length	61
!Hitboxes 
|-
!Leg 
Category:Mii Brawler (SSBU)
Category:Up smashes (SSBU)
Mii Brawler (SSBU)/Up special

==Overview==
Like other Miis, Mii Brawler has a choice between 3 moves for their up special.
For the technical data of each neutral special, see:
*Soaring Axe Kick
*Helicopter Kick
*Thrust Uppercut
Category:Mii Brawler (SSBU)
Category:Up special moves (SSBU)