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Archetype: |
All-rounder
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Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: |
20
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Max Light: |
3
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Overview
Brawler is a very oppressive rushdown monster, having high speed and moves that can quickly get to enemies, allowing for devastatingly powerful combos with their clean hits, having a passive where upon landing sweetspots on certain moves (S1, S2, SP~M1, SP~S1) which will stun enemies longer than usual, and will give a clean hit stack that increases his damage further, which are lost upon either getting hit, consuming one on S1~S2 (HOLD) at emotion level 1-3, landing SP~S2, or by landing [S2] at emotion level 2. Brawler is recommended for people who want to snowball and obliterate opponents in seconds.
Unique Mechanic
Clean Hits
Gain a counter above your moves showing the amount of Clean Hits you have, lose 2 CH upon being hit, having more CH changes the properties of moves.
(Page is WIP)
Playstyle
Brawler is a powerful and quick rushdown snowball that benefits heavily on taking momemtum of the match for the cost of low resistances.
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Strengths |
Weaknesses
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- Best mobility tools in the game: being able to cancel S1 with SP and keeping S1's cooldown, he'll be able to dash and zig-zag his way around the map at ease.
- Very flexible combos on different pings: has consistent 50+ damage combo on any ping when learnt properly.
- Pressure per clean hit stack: having 3 or max stacks can make the opponent recklessly attack you in an attempt to decrease it.
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- Limited defense options: while Brawler has access to SP having evade, it is unfortunately more in favor to go into the offense due to the lack of evade frames.
- Surprisingly squishy: having the same damage resistances as Gunner, he's surprisingly fragile once caught.
- Highly demanding on positioning: Not being able to position well means you can do little to no clean hits.
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Move List
Normal moves
Fly! ATK
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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6
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0.8
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-
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0
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0
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Melee
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-
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-
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-
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-
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Fast uppercut that makes the opponent airborne
- Meant to combo into SP~S1
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Comin' Over! S1 IIIII SEE THE CIIIRCLE IIIII SEE THE CIIIRCLE
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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6-14
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- 0.8 (Normal)
- 0.9 (Clean Hit)
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-
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0
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0
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Melee
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-
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-
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-
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-
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- Has a Clean Hit sweetspot at the farthest point of the move that starts combos.
- Damage increases the more clean hit stacks you have.
- Really useful extender on combos due to having 0 cost
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Break! S2 Fafnir! Fafnir!
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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- 10 (Normal)
- 12 (CleanHit)
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- 1.0 (Normal)
- 1.2 (Clean hit)
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-
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1
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0
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Melee
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Evade
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-
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-
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-
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- Clean Hit Sweetspot is on your body
- Does less knockback on a Clean Hit
- The best starter you have, leading to Touch of Death combos on half of the cast
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Get Down to Business. SP Mixup in a can Mixup in a can
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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N/A
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-
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-
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0
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0
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-
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Evade
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-
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-
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-
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Mobility Tool & Your best friend
- Followups can be used immediately after pressing SP
- Like other SP skills, It can cancel S1, S2 and ATK
- You can do a quick 180 turn then turn back for an insane dash
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Shatter. SP~ATK Pilebunkah! Pilebunkah!
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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0.9
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-
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1
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0
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Melee
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-
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-
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-
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-
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- Clean Hit Sweetspot is near the tip of the hitbox
- The most reliable way to clean hit as it can be done in an instant
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Ruin. SP~S1 Let's go... Super Snake Ki- wait wrong game. Let's go... Super Snake Ki- wait wrong game.
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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0.8
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-
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2
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0
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Melee
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-
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-
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-
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-
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Anti-air
- Activates Clean Hit and restores 1 Light when hitting airborne opponents, best used after ATK.
- Doesn't clean hit whiffs on having high ping/laggy opponents sometimes.
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Humiliate. SP~S2
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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4+3+3+3 (13)
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1
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-
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2
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0
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Melee
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-
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-
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-
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-
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- Deals extra stagger damage equal to (Clean Hit Stacks x2)+2 per hit, then removes 3 clean hit stacks.
- Does not activate any [On Hit] abnormality cards
- Sets up for the most DAMAGING S2 stagger starter combos regardless if it clean hits or not.
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Psyches
Destroy! S1~S2 [HOLD] Good luck landing this Good luck landing this
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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4 (+4 Per Charge)
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1
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-
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1
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1
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Melee
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-
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-
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-
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-
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TBA
- Holding down the skill will consume Clean Hit stacks to increase the damage and distance traveled
- The skill can be charged up to twice your Emotion Level
- Can often bait parries if they miscount your consumed stacks.
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All Dead S2 [HOLD] "gg" "gg"
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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TBA
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1.2
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-
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2
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3
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Melee
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-
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-
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-
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-
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TBA
- Consumes all Clean Hit stacks, deals extra damage for each stack
- The animation is shorter if done several times in one life
- You will not get a Clean Hit stack from S2 if you hit the sweetspot
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Strategy
Recommended Decks
Standard
EL1: None
EL2: None
EL3: N/A
Cardless Brawler, heavily benefits off the 40% strength and 30% defense buff from running cardless.
Blitz
EL1: Cocoon
EL2: Predation
EL3: N/A
Enables specific combo routes with predation, however, don't get too used to the Predation boost, as over-reliance can lead to you being unable to reach EL2.
Theatre of Light Navigation
General
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Mechanics
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Chapter 1
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Single Entry 1
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