You can help by editing it.
Overview
Sadistic, cruel, and oppressive. Brawler has explosive lockdown, explosive damage, and several explosive weapons.
What he lacks in movement speed and frame data, he makes up for in spades with far-reaching buttons and asynchronous hits 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 should he find himself in 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 the threat of his MP moves, his neutral is predictable and he has trouble opening up an opponent's defenses.
![]() |
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.
- Playing Dirty: Brawler's Poison and Incinerate damage over time afflictions ignore scaling which allows him to push his minimum combo damage much higher.
- Fearsome Okizeme: Several of Brawler's staggered MP moves and his multi-hitting High Chain Jack
GuardHighStartup24, 27, 30Recovery28 + 10 LandingAdvantage-16~+4 give Brawler control over his opponent's wake-up, making any defensive option a calculated risk.
- Surprising Reach: Brawler's 2B, Chain Jack, and Blood Rage Chain
GuardAllStartup15, 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.
- 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 or to maximize his combos.
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 %?
Increases Mana Recovery Rate by 40% (to 21/s).
Damage received when hit is reduced by ??%.
Guard Gauge Damage received when guarding is reduced by ??%
Normal Moves
5A
- DNFD Brawler 5A Hitbox.png
Placeholder
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 30 | 1 | - |
5AA
Placeholder
Cancel Options: 5B, 2B, Skills, MP Skills, Throw, Jump
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +2 | 40 | 1 | - |
5B
Moves Brawler significantly forward, allowing him to consistently gap close combos starting from the maximum range of 2A.
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +3 | 55 | 3 | - |
2A
Placeholder
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 | 30 | 1 | - |
2B
Placeholder
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | HKD (+53) | 50 | 3 | - |
j.A
Placeholder
Cancel Options: 5B, j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | 2~+18 | 30 | 1 | - |
j.B
Placeholder
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +4~+21 | 50 | 3 | - |
Universal Mechanics
Throw
A+B
Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%x2, 0% | HKD (+4) | - | 10 | - |
Guard Cancel
B+S
Placeholder
- Uses 5B’s animation and hitboxes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | - | - | - |
Skills
Net Throw
5S Is a projectile property attack
Placeholder
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.
- 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%x4 | KD (+30) | 30 | 1x3, 2 | - |
Sand Splash
6S Is a projectile property attack
Placeholder
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 Super Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves
Mainly used at the end of juggle combos to extend the duration of Poison and
Incinerate and comboing into Awakening.
Has no cancel options other than Conversion and Awakening.
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. Due to its lengthy startup, it can fail to come out when performed while falling.
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x3 | -5~+15 | 20x3 | 2x3 | - |
MP Skills
Blood Rage Chain
5M Inflicts hard knockdown on hit
Only the second hits and onwards hit OTG
Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x4 | -7 | 20x3, 40 | - | - |
Explosive Hook
2M or 623M Temporarily fully invincible
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
Fantastic anti-air and overall option on both offense and defense.
3 hits of super armor 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.
Despite super armor losing to lows, 214M is also a very effective pressure reset. Its short animation and Brawler's naturally long reach allow him to easily punish any attempts to roll out, and any delayed responses from the opponent still risk losing to the falling rocks.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%x3 | HKD (+ Varies) | 80, 50x2 | - | -, 7, 7 |
Road to Hell
6M or 236M Is a projectile property attack
Can hit a knocked down opponent off the ground
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.
- As soon as 6M is input, any barrels that are still active will instantly detonate.
- Since the barrels always appear behind Brawler, they make contact significantly faster when the opponent has him cornered; even without a juggle, this can let the barrels combo from attacks such as 5S if close enough to the corner.
- Barrel explosions apply
Incinerate on hit.
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
The most versatile move 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 mixups. Would probably do your dishes too if you asked nicely.
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.
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
Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | HKD (+2) | - | - | - |
Colors
