nyuuzyou/wikis huggingface dataset:
Mewtwo (SSBU)/Neutral special

==Overview==
==Update History==
 
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*
 
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==Hitboxes==
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Shadow Ball's damage, shield damage, base knockback, and knockback scaling are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
*Damage: 4 + 21 * charge frames / 120
*Shield damage: -0.6 - 3.4 * charge frames / 120
*Base knockback: 14 + 16 * charge frames / 120
*Knockback scaling: 30 + 41 * charge frames / 120
|}
==Timing==
Charge-canceling incurs 4 frames of lag before the selected action. While the Shadow Ball's hitbox is active on frame 4 of release, it often ends up hitting later due to still being inside Mewtwo's jostle area for a few frames.
Charges between 	12-13
Hitbox (from release) 	16-95 (4-83)
Interruptible (from release) 	40 (28)
Animation length (from release)	52 (40)
|-
==Parameters==
===Move===
Total charge time 	120 frames
Minimum recoil speed after shot	0.2 (grounded)0.4 (aerial)
Maximum recoil speed after shot	1.4 (grounded)2.3 (aerial)
Aerial recoil friction 	0.07
===Shadow Ball===
Lifetime 	80 frames
Minimum speed 	1.6
Maximum speed 	2.3
Initial travel angle 	0°
Period between random trajectory curves 	8 frames
Maximum angle deviation speed between curves 	18°
Minimum curve randomness modifier (uncharged) 	0.28
Maximum curve randomness modifier (fully charged)	0.14
Minimum scale 	4
Maximum scale 	12
Category:Mewtwo (SSBU)
Category:Neutral special moves (SSBU)
Mewtwo (SSBU)/Side special

==Overview==
 performs Confusion. This move functions as a reflector (1.4× damage) and command grab, making it have a variety of uses in Mewtwo's kit. 
Confusion has Fall Break qualities, allowing Mewtwo to utilize it as an alternative way to leave hitstun. Mewtwo also bounces at the beginning of the move, making it a well-guarded recovery option considering the reflector and command grab qualities. This is a staple move in Mewtwo's disadvantage. 
As a reflector, Confusion is mediocre. The 10 frame startup, despite buffs, is still more than average compared to reflectors such as 's. It is also only interruptible on frame 43, making it extremely punishable if it's baited out. However, the 23 active frames leave Mewtwo less vulnerable to losing reflector wars. 
The command grab qualities are a mixed bag. It puts the opponent into tumble with hitstun-like frames depending on damage. Thanks to this, it provides Mewtwo with a clean kill confirm into forward aerial at 140% in the air. Neutral attack is also a fairly decent combo from the ground from 115%. However, prior to 140%, Confusion's hit advantage is negligible, or even negative on hit at low percentages. This makes exploitation of Confusion's command grab qualities difficult, limiting Mewtwo's potential to exploit shielding opponents. 
Opponent's %	Mewtwo Hit Advantage
0-14% 	-1
15-39% 	+1
40-64% 	+2
65-89% 	+3
90-114% 	+4
115-139% 	+5
140%+ 	+6
==Update History==
 
*
*
==Grab and Throw Data==
While the throw has coded knockback values, it does not inflict any traditional knockback, instead simply dropping the opponent in a tumbling state.
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==Timing==
===Miss===
Grab 	10-13
Reflection 	10-33
Interruptible 	43
Animation length	57
|-
===Success===
Grab 	10-13
Reflection 	10-33
Throw hits 1-7 	18, 20, 22, 24, 26, 28, 30
Throw release 	38
Interruptible 	39
Animation length	57
|-
==Parameters==
When throwing an opponent with at least 25% damage, they are prevented from taking action for a certain amount of frames, similarly to hitstun. This is determined by the formula 0.04p + 1, where p is the opponent's percent after damage from the throw. This immobility period caps at 7 frames, reached with at least 150% damage upon release, or when grabbed at around 140% in a 1v1 battle. If the opponent is released with less than 25% damage, they can act immediately as they are released from the throw.
===Move (aerial)===
Vertical speed on startup 	1
Horizontal speed multiplier on startup 	0.2
Air acceleration multiplier during move	0.2
Gravity multiplier during move 	0.7
Gravity if an opponent is grabbed 	0.025
===Reflector===
Offsets 	[0, 8.5, 13]
Size 	10u
Damage threshold 	50%
Damage multiplier 	1.4
Speed multiplier 	1.2
Lifetime multiplier	1.25
Category:Mewtwo (SSBU)
Category:Side special moves (SSBU)
Mewtwo (SSBU)/Up aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	10-14
Ending autocancel 	36-
Interruptible 	40
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	13
Category:Mewtwo (SSBU)
Category:Up aerials (SSBU)
Mewtwo (SSBU)/Up smash

==Overview==
Mewtwo thrusts its hand into the air to create a swirling galaxy-shaped cyclone. This move possesses respectable KO power, KOing most middleweights around 90%. It also starts up fast for it's power, with the initial scoop hitbox coming out on frame 9, and the main hitboxes starting at frame 10.
Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto.
However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, due to the scoop hitbox only lasting for a single frame and jostling, the scoop hitbox can be unreliable to connect with. Additionally, the move can sometimes have trouble hitting correctly on platforms.
Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but its flaws make it very unsafe if it whiffs.
==Update History==
 
*
*
==Hitboxes==
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==Timing==
Charges between 	2-3
Hit 1 (early, late)	9, 10-11
Hits 2-3 	14-15, 18-19
Hit 4 	22-25
Interruptible 	69
Animation length 	83
Category:Mewtwo (SSBU)
Category:Up smashes (SSBU)
Mewtwo (SSBU)/Up special

==Overview==
Mewtwo quickly vanishes for a brief time, reappearing in another location chosen by the player's directional input. Its travel distance, combined with its ability to retain vertical momentum out of a double jump and granting Mewtwo full intangibility from frame 9-19 makes it a strong tool for recovery. Additionally, its low landing lag (20 frames) gives it extra utility as an escape option which can also be used out of shield, however this can be punished if used unwisely.
Teleport can also be used to edge cancel, however this is a risky endeavour as precise spacing is required to avoid overshooting the ledge.
==Update history==
 
*
==Timing==
===Move===
The move's travel direction is decided on frame 14, with Mewtwo disappearing on frame 9, and it enables ledge grabs from both sides starting on frame 16. Mewtwo's ledge grab range is also increased during it.
Intangibility 	9-19
Interruptible (grounded) 	45
Animation length (grounded)	49
Animation length (aerial) 	46
!Grounded 
|-
!Aerial 
|-
!Hurtboxes 
===Landing===
Animation length	20
==Parameters==
Gravity during startup 	0.04
Falling speed during startup 	0.75
Teleport base speed 	6
Teleport maximum additional speed by stick tilt 	3
Minimum stick sensitivity for additional teleport speed	0.2
Disappearance period before teleporting 	5 frames
Teleport duration 	6 frames
Teleport angle on air-to-ground transition 	360°
Maximum speed after teleport 	1 (grounded)2 (aerial)
Landing lag 	20 frames (8.0.0 onward)30 frames (before 8.0.0)
Helplessness air speed multiplier 	0.6
Category:Mewtwo (SSBU)
Category:Up special moves (SSBU)
Mewtwo (SSBU)/Up throw

Mewtwo up throw hurtbox visualization	Mewtwo up throw hurtbox visualization	Mewtwo up throw hurtbox visualization	Mewtwo up throw hurtbox visualization	Mewtwo up throw hurtbox visualization
 	 	 	 	
==Overview==
Mewtwo twirls the opponent around itself and up to the top of its head with its powers, then tosses them upward. It is one of the strongest up throws in the game, KOing middleweights at around 140% from ground level, and due to its launch angle being 90°, it is impervious to LSI and weakly affected by DI, making its kill power very consistent. Overall, this throw is one of Mewtwo's primary finishers and makes getting grabbed by it at any point of the stage very dangerous, though it is usually outclassed by its back throw at the edge.
==Throw Data==
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==Timing==
Invincibility 	1-43
Throw Release 	43
Interruptible 	80
Animation length	84
|-
Category:Mewtwo (SSBU)
Category:Up throws (SSBU)
Mexican Power Rankings

The Mexican Power Rankings are the current power rankings for Mexico.
==Super Smash Bros. Melee Rankings==
===PRMX 2018===
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===PRMX 2017===
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====
===MXR v2===
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===MXR v1===
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===November 26th, 2015===
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==Super Smash Bros. Ultimate==
===July-December 2024===
1-100, 1-25, 26-50, 51-75, 76-100
Ranking	Smasher	Previous rank	Movement	Character(s)
===January-June 2024===
1-50, 1-25, 26-50, 51-75, 76-100
Ranking	Smasher	Previous rank	Movement	Character(s)
====Honorable mentions====
*
*
*
*
*
*
*
===July-December 2023===
1-25, 26-50, 51-75, 76-100
Ranking	Smasher	Previous rank	Movement	Character(s)
===January-June 2023===
1-50, 51-100
Players were required to enter two regional-level or national-level tournaments in order to qualify for the rankings.
Ranking	Smasher	Previous rank	Movement	Character(s)
===January-June 2022===
Ranking	Smasher	Previous rank	Movement	Character(s)	Score
====Area 51====
Ranking	Smasher	Previous rank	Movement	Character(s)
====Honorable mentions====
*
*
*
*
*
*
===2020/2021===
Ranking	Smasher	Previous rank	Movement	Character(s)	Score
====Area 51====
|}
====Honorable Mentions====
|}
===2019===
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====Area 51====
|}
==External links==
*v2 Area 51
*Ultimate 2019 data
Category:North American Power Rankings
Michigan Power Rankings/Mid-Michigan Power Rankings

The Mid-Michigan Power Rankings are the power rankings for the Michigan subregion, Mid Michigan, also known as Central Michigan.
==Super Smash Bros. Melee==
===Winter-Spring 2024===
Announcement tweet
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Honorable Mention: 
Inactive Mention: 
===Fall 2023===
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Note: Due to low attendance of other locals only CMU events counted this season.
===Summer 2023===
Announcement tweet
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Honorable Mention: 
Inactive Mention: 
===Winter-Spring 2023===
Announcement tweet
|}
Honorable mention: 
===January 2015===
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===Fall 2014===
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==Super Smash Bros. Ultimate==
====Season 1 (Oct 1st-Dec 31st, 2019)====
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Category:American Power Rankings
Michigan Power Rankings/West Michigan Power Rankings

The West Michigan Power Rankings are the rankings for West Michigan.
==Super Smash Bros. Ultimate==
===Season 15===
Announcement tweet
|}
===Season 14===
Announcement tweet
|}
===Season 13===
Announcement tweet
|}
===Season 12===
Announcement tweet
|}
===Season 11===
Announcement tweet
|}
===Season 10===
Announcement tweet
|}
===Season 9===
Announcement tweet
|}
===Season 8===
Announcement tweet
|}
===Season 7===
|}
===Season 6===
Announcement tweet, graphic
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*Eden previously went by the tag "Scarby".
===Season 5===
Announcement tweet
|}
===Season 4===
|}
===Season 3===
Announcement video, graphics
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===Season 2===
|}
===Season 1===
|}
==External links==
*West MI Smash Ultimate Power Ranking + Playerbase
Category:American Power Rankings
Mid-South

The Mid-South is a Smash region that encompasses the US states of and , as well as southern and , specifically the metropolitan areas corresponding to Joplin, Springfield, and Wichita. It borders the Midwest to the north, the Southeast to the east, Texas to the south, and the Southwest to the west. 
The scene is often overshadowed by the larger regions of the Midwest and Texas, and as such many of their best players often crosses over with those respective scenes. However, there have been several notable players to have resided in the Mid-South at one point in their careers, including , , and . In addition, the scene has held several notable events throughout the years, including the series and . As such, the Mid-South remains a formidable region even in spite of its smaller size compared to most other American regions.
==Smashers==
:See also: :Category:Arkansas smashers, :Category:Kansas smashers, :Category:Missouri smashers, :Category:Oklahoma smashers
The following players are currently or were previously ranked. Their highest placement is listed.
===Globally ranked players===
Tag 	Character(s)	Best placement 	Notes
(Oklahoma)	 	PGR 100: 17th OrionRank 2019: 14th 	Resided in Oklahoma in 2018 and 2019.
(Oklahoma)	 	PMRank 2019: 46th 	
(Oklahoma)	 	PGR 100: 31st Spring 2019 PGRU: 17th	Moved to Oklahoma in 2018 and later moved to Nevada in 2020.
(Arkansas)	 	SSBMRank 2022: 32nd 	Resided in Arizona in 2022.
(Kansas) 	 	SSBBRank 2014: 85th 	
===Nationally ranked players===
Tag 	Character(s)	Best placement 	Notes
(Arkansas)	 	OrionRank 2022 North America: 142nd	
===Other notable players===
Tag 	Character(s)	Notes
(Oklahoma)	 	Prominent YouTuber who began his career uploading Smash content.
==Tournaments==
:See also: :Category:Arkansas tournaments, :Category:Kansas tournaments, :Category:Missouri tournaments, :Category:Oklahoma tournaments
===Notable tournament series===
Tournament series that have achieved recognition outside their local region. 
Tournament	Games	Type 	Status
(Arkansas)	 	Annual	Discontinued
(Oklahoma)	 	Annual	Ongoing
===Notable tournaments===
Tournaments that featured at least one game at a superregional level. 
Tournament	Date 	Entrants	Supermajor	Major 	Superregional	Other
(Arkansas)	February 24th, 2018 	242 	— 	—	 	
(Arkansas)	October 6th-7th, 2023	478 	— 	—	 	—
===Largest singles events===
Rank	Tournament	Date 	Game	Attendance	Winner	Character(s)
1 	 	October 6th-7th, 2023	 	352 	 	
2 	 	March 30th, 2019 	 	256 	 	
3 	 	October 5th, 2019 	 	208 	 	
4 	 	April 22nd, 2023 	 	197 	 	
5 	 	February 24th, 2018 	 	165 	 	
6 	 	August 16th, 2024 	 	160 	 	
7 	 	January 28th, 2023 	 	146 	 	
8 	 	February 4th, 2017 	 	124 	 	
9 	 	March 18th, 2017 	 	122 	 	
10 	 	April 6th, 2019 	 	116 	 	
==See also==
*Mid-South Power Rankings, which includes several states from the Southeast
*Arkansas Power Rankings
*Kansas Power Rankings
*Missouri Power Rankings
*Oklahoma Power Rankings
Category:American regions
Mid-South Power Rankings

The Mid-South Power Rankings are the list of the smashers considered to be the best players from Alabama, Arkansas, Mississippi, and Tennessee. The list is voted upon by a panel consisting of one or two representatives of each state. As the Smash community has expanded in the area, the Mid-South Power Rankings were superseded by separate power rankings for the individual states. 
==Panelists==
===Melee===
*Alabama: 
*Arkansas: Chamberlin and 
*Mississippi: 
*Tennessee: and KOKingpin
===Brawl===
*Alabama: 
*Arkansas: Roxas and Vexen
*Mississippi: 
*Tennessee: and Handorin
==Brawl==
===June 30, 2008http://smashboards.com/showthread.php?t=174904===
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The list also includes "potentials," a group of people who are close to making the list, but did not receive enough votes to make the actual list:
*
*
* 
* 
* 
==Melee==
===June 20, 2007http://www.smashboards.com/showthread.php?t=91211===
|}
==References==
Category:Discontinued Power Rankings
Category:American Power Rankings
Midwest Power Rankings

The Midwest Power Rankings was put into effect in the Midwest smash community by . The point of it is to rank the top players of the state in order to create fair seedings at tournaments. The skill of the players is determined by the opinions of a core panel. The panel consists of 12 players, who each rank players 1-10 according to their personal opinion. Each place is worth one point more than the next, meaning 1 is worth 10, and 10 is worth 1. Players who receive at least 50% votes are added to the list, and sorted by point totals. Periodically, panelists submit new ballots to keep the rankings updated.
===January 14th, 2007===
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Honorable Mentions:
1337, B-Ryan, DYC, Viperboy, Pyrogamer, Dmac, and Tapion
Category:Discontinued Power Rankings
Category:American Power Rankings
Midwest Smash 4 Power Rankings

The Midwest Smash 4 Power Rankings list the 25 best players in the Midwest. They were created by Events2Compete and compiled by 14 panelists, which included professional smashers, commentators, and tournament organizers. 
The first rankings cover the entirety of 2016 and were released on January 1st, 2017.
==Rankings==
===January - December 2016===
|}
==External links==
*Videos detailing the rankings: 25-21, 20-16, 15-11, 10-6, 5-1
*FAQ
Category:American Power Rankings
Mii Brawler (SSB4)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
===Attack===
Initital auto-cancel	1
Hitboxes 	7-9
Ending auto-cancel 	28-
Interruptible 	40
Animation length 	56
|-
===Landing lag===
Animation length	14
Category:Mii Brawler (SSB4)
Category:Back aerials (SSB4)
Mii Brawler (SSB4)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Clean hit 	6-9
Late hit 	10-17
Interruptible 	38
Animation length	60
Category:Mii Brawler (SSB4)
Category:Dash attacks (SSB4)
Mii Brawler (SSB4)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
===Attack===
Initial auto-cancel	1-4
Clean hit 	16
Late hit 	17-18
Ending auto-cancel 	37-
Interruptible 	50
Animation length 	60
|-
===Landing lag===
Animation length	18
Category:Mii Brawler (SSB4)
Category:Down aerials (SSB4)
Mii Brawler (SSB4)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Charges between 	2-3
Hitboxes 	9-10
Interruptible 	44
Animation length	56
Category:Mii Brawler (SSB4)
Category:Down smashes (SSB4)
Mii Brawler (SSB4)/Down throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Hitbox 	18-19
Throw Release 	20
Interruptible 	36
Animation length	60
|-
Category:Mii Brawler (SSB4)
Category:Down throws (SSB4)
Mii Brawler (SSB4)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
===Attack===
Initial auto-cancel	1-2
Hit 1 	8-9
Hit 2 	18-20
Ending auto-cancel 	43-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Animation length	14
Category:Mii Brawler (SSB4)
Category:Forward aerials (SSB4)
Mii Brawler (SSB4)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Charges between 	5-6
Hitboxes 	17
Interruptible 	68
Animation length	73
Category:Mii Brawler (SSB4)
Category:Forward smashes (SSB4)
Mii Brawler (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
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==Timing==
This only represents the timing for default sized Miis.
===Standing grab===
Grab 	6-7
Interruptible 	30
Animation length	43
===Dash grab===
Grab 	8-9
Interruptible 	37
Animation length	44
===Pivot grab===
Grab 	9-10
Interruptible 	35
Animation length	44
Category:Mii Brawler (SSB4)
Category:Grabs (SSB4)
Mii Brawler (SSB4)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
===Attack===
Initial auto-cancel	1-2
Clean hit 	3-5
Late hit 	6-29
Ending auto-cancel 	37-
Interruptible 	56
Animation length 	55
|-
===Landing lag===
Animation length	10
Category:Mii Brawler (SSB4)
Category:Neutral aerials (SSB4)
Mii Brawler (SSB4)/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 (SSB4)/Neutral attack/Hit 1
*Mii Brawler (SSB4)/Neutral attack/Hit 2
*Mii Brawler (SSB4)/Neutral attack/Infinite
Category:Mii Brawler (SSB4)
Category:Neutral attacks (SSB4)
Mii Brawler (SSB4)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Hitboxes 	2-3
Earliest continuable	7
Interruptible 	16
Animation length 	32
Category:Mii Brawler (SSB4)
Category:Neutral attacks (SSB4)
Mii Brawler (SSB4)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Hitboxes 	2-3
Earliest continuable	7
Interruptible 	19
Animation length 	36
Category:Mii Brawler (SSB4)
Category:Neutral attacks (SSB4)
Mii Brawler (SSB4)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Interruptibility and animation length are only for the finisher and they only represent the timing for default sized Miis.
Rapid Jab 	7, 10, 13, 15, 18, 21...
Finisher 	4-5
Interruptible 	41
Animation length	56
Category:Mii Brawler (SSB4)
Category:Neutral attacks (SSB4)
Mii Brawler (SSB4)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
===Attack===
Initital auto-cancel	1
Hitboxes 	6-10
Ending auto-cancel 	23-
Interruptible 	36
Animation length 	53
|-
===Landing lag===
Animation length	14
Category:Mii Brawler (SSB4)
Category:Up aerials (SSB4)
Mii Brawler (SSB4)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Charges between 	3-4
Clean hit 	8-12
Late hit 	13-14
Leg intangible 	8-12
Interruptible 	48
Animation length	52
|-
Category:Mii Brawler (SSB4)
Category:Up smashes (SSB4)
Mii Brawler (SSB4)/Up tilt

==Overview==
's up tilt in Super Smash Bros. 4 is an uppercut. It can chain into itself until about 30%.
==Hitboxes==
|}
==Timing==
This only represents the timing for default sized Miis.
Hitboxes 	5-12
Interruptible 	30
Animation length	55
Category:Mii Brawler (SSB4)
Category:Up tilts (SSB4)
Mii Brawler (SSBU)/Back aerial

==Overview==
Mii Brawler sticks their leg out to deliver a powerful kick. While it is only active for a few frames, it has no weak hitbox, staying consistent throughout the duration of the move. Due to Mii Brawler's notably high vertical airspeed, they are capable of quickly rising or rapidly falling to catch an opponent's option, especially if they're near ledge where their options are more heavily restricted. In addition, Brawler can kill confirm into back aerial using a weak neutral aerial and attack cancelling into it around 110%. While the move is most often used to kill opponents near ledge, it also has uses as a combo tool and damage-dealing move, as it deals the second-most damage out of Brawlers aerials, only behind down aerial, and is usable in many true combos, such as down tilt to attack cancel back aerial, or down throw to turnaround full Hop back aerial. In addition, using the move on a grounded opponent at a low-enough percent to where they do not get launched can lead into a grab or dash attack, though the timing window for connecting a follow-up is tight.
This move can be auto-cancelled out of a short hop, if buffered.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1
Hitboxes 	7-9
Ending autocancel 	28-
Interruptible 	40
Animation length 	62
|-
===Landing lag===
Interruptible 	12
Animation length	27
Category:Mii Brawler (SSBU)
Category:Back aerials (SSBU)
Mii Brawler (SSBU)/Back throw

Mii Brawler back throw hurtbox and hitbox visualization	Mii Brawler back throw hurtbox and hitbox visualization	Mii Brawler back throw hurtbox and hitbox visualization	Mii Brawler back throw hurtbox and hitbox visualization	Mii Brawler back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Mii Brawler throws their opponent by turning and attacking with a kick. Due to the move's low knockback, damage, and hitstun, this grab is dedicated to giving Brawler positioning in niche situations, such as when he's in the corner. The move also possesses some invincibility frames and a collateral hitbox, making it useful when there are multiple opponents to worry about, such as doubles.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Hitbox 	9-10
Turnaround 	9
Throw release 	11
Interruptible 	43
Animation length	59
|-
Category:Mii Brawler (SSBU)
Category:Back throws (SSBU)