Quote: MugoUrthI've been playing around with the Mii Brawler for a bit, and I can't help but ask: Is there ANY reason to use any of its 3 moves over it's 1 and 2 moves?
Neutral Special
1: A projectile. Not too strong, but is the only option it has for range. Can be shot in the air for added range. Can be pretty fun to use, and sometimes useful.
2: A strong punch that can be charged up and released when desired. Since it can be used at any time when fully charged, it's fairly unpredictable.
3: Pretty much Falcon Punch as a kick: very powerful, but good luck hitting anything with such a slow attack.
Side Special
1: Brawler charges forward. If it hits, sends a flurry of combos that hit hard. However, Brawler is left open if the opponent blocks. Good horizontal recovery.
2: A charged drop kick. Very powerful, and jumps off the opponent even when blocked, so it's harder to counter than the first move. If it misses though, it leaves him open for cooldown. Good horizontal recovery.
3: If anything, can be used as a counter, but isn't that strong, easy to hit with, or has very good horizontal recovery.
Up Special
1: A chop kick that goes up and down. Has the best vertical recovery.
2: A spinning kick that has better range than the other two, while having both horizontal and vertical recovery.
3: ...A strong uppercut, the same as Little Mac's Up Special. Strong, but has low recovery vertically, and even worse horizontal recovery.
Down Special
1: Brawler's version of the Bowser/Yoshi bomb. Stronger than Yoshi's and quicker than Bowser's, but slower than Yoshi's and doesn't have the horizontal range of either. Burry's opponents if it hits, allowing for some follow-up attacks.
2: A fun little dodge maneuver. Not terribly strong, but can be fun and used to trick the opponent.
3: On the ground, rushes forward with a series of kicks. Stays in place in the air. A bit better than the other 3 moves, but I'd still rate it the lowest of his moves.
Neutral:
It doesn't look like you know how to use this move effectively. You can string a few aerials and then, while the opponent is in hitstun, land the move.
Side:
THIS one is limiting, and can only be used situationally, when opponents are on the ground, and haven't teched.
Up:
You don't use this move for recovery, you use it for offense. I understand how this can seem limiting, but a smart player will know how to keep the fight on the ground with moves like these.
Down:
This is a good comboing move that helps the previous move. The others are mostly for mixups.
TL
R: Just my two cents. These moves are definitely useful, but are very situational.