Theatre of Light/Brawler

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Overview

Brawler
TOL BrawlerPortrait.png
Archetype: Rushdown
Health Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Stagger Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Walk Speed: 20
Max Light: 3

Brawler is a highly mobile rushdown character who weaves in and out of his opponent's range with his far-reaching, SP-cancellable pokes that potentially lead into devastating combos. Thanks to his signature Clean Hit mechanic, Brawler rewards precise spacing and execution with some of the highest damaging combos in the game, allowing him to Stagger opponents in seconds and remove their stocks in as little as 2 or 3 good touches. Brawler's SP, aside from giving him access to his important combo tools, also serves as a tool to feint his approaches and make his pokes safe, allowing him to mix up his approach and bait his opponents into eating a huge punish. As long as you can land the Clean Hits, Brawler proves to be a highly rewarding character able to snowball rounds out of control easily.

Strengths Weaknesses
  • Explosive Damage: Brawler's pokes can be converted into extremely high-damaging combos, easily able to take off more than 50 health from the opponent. Landing Clean Hits only makes approaching this level of damage easier.
  • Great mobility: Brawler has access to two quick and long-reaching dashes in the form of S1 and SP, allowing him to maneuver around the stage with ease.
  • Snowball momentum: Having 3 or max stacks can make the opponent recklessly attack you in an attempt to decrease it. Leading to more control within the match.
  • Ping-consistent: Brawler's Clean Hit combos are quite consistent even at higher latency. There is little need to adapt to the opponent's lag when playing as Brawler, and more focus can be put on executing his Clean Hit routes.
  • Limited Defense: Brawler only has one Evade, that being on SP, but the evade frames only come out during the second dash, making it less reliable as a tool to get out of pressure. Additionally, Brawler's fast attacks have little range and can't be used as viable reversals.
  • Squishy: Having the same damage resistances as Gunner, he's surprisingly fragile once caught.
  • Difficulties on positioning: Learning to land Brawler's clean hits consistently as well it's range is a must in order to do well.
  • Lackluster Psyches : Brawler's Psyches are unfortunately too situational and deals respectable damage at best.

Move List

Passive

Clean Hits

Certain moves (S1, S2, SP~M1, SP~S1) will count as a Clean Hit whenever certain conditions are met (Most nostably, hitting a "Sweetspot"). Landing a Clean Hit will stun enemies for longer than usual and give a Clean Hit stack that buffs the properties of certain moves.

Clean Hit stacks are capped at 6 and are displayed on a counter above your moves. Clean hit stacks are lost upon either: getting hit (lose 2), charging S1~S2 (HOLD) at emotion level 1-3, landing SP~S2, or landing S2 (HOLD). Having clean hit stacks will also change the property of some of his moves.

Normal moves

Fly!
ATK
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6 0.8 - 0 0 Melee - - - -

Fast uppercut that makes the opponent airborne

  • Can be used to combo into SP~S1 for a pretty easy Clean Hit.


Comin' Over!
S1
Poke or Clean hit snipe
Poke or Clean hit snipe
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6-14
  • 0.8 (Normal)
  • 0.9 (Clean Hit)
- 0 0 Melee - - - -
  • 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


Break!
S2
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 10 (Normal)
  • 12 (CleanHit)
  • 1.0 (Normal)
  • 1.2 (Clean Hit)
- 1 0 Melee Evade - - -
  • 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


Get Down to Business.
SP
Evade on 2nd dash
Evade on 2nd dash
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
N/A - - 0 0 - Evade - - -

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


Shatter.
SP~ATK
Clean hit on Demand.
Clean hit on Demand.
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 8 (Normal)
  • 12 (Clean Hit)
0.9 - 1 0 Melee - - - -
  • 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


Ruin.
SP~S1
Let's go... Super Snake Ki- wait wrong game.
Let's go... Super Snake Ki- wait wrong game.
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 8 (Normal)
  • 12 (Clean Hit)
0.8 - 2 0 Melee - - - -

Anti-air

  • Activates Clean Hit and restores 1 Light when hitting airborne opponents, best used after ATK.
  • Can often whiff at high ping or against laggy opponents.


Humiliate.
SP~S2
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
13 1 - 2 0 Melee - - - -
  • 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.

Psyches

Destroy!
S1~S2 [HOLD]
Good luck landing this
Good luck landing this
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
4+(4 x Clean Hits) 1 - 1 1 Melee - - - -

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.


All Dead
S2 [HOLD]
"gg"
"gg"
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
5+(5+(Clean Hits x 4)) 1.2 - 2 3 Melee - - - -

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

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.

Gameplan

Brawler's gameplan is simple, you see the opponent and punch them as hard as you can see fit.
Rush them or bait them to capitalize on their blunder, here's how to do so in a nutshell:

Zoning: Frowned upon though it works. You snipe using your S1's INSANE reach while dashing away with your SP to leave them little to no chance of punishing you but once you're able to get a good clean hit in with S1, you can either to a 4-hit clean combo or optimally do 6-hit clean combo, as doing so will buff your S1 to do a whopping 14 flat damage.

This playstyle is a double-edged sword, as it is powerful, due to the nature of client sided hitbox, you'll have a lot of moments where you got hit miles away though you're far.

Footsies: Due to Brawler's kit being very mobile, you can zig-zag towards and around either using S1 or SP altogether. Using your SP~M1 is to be reckoned with on this playstyle as it can be inputted on demand for an instant clean hit. but if you're feeling confident, S2 will destroy them.

This'll be your general gameplan as Brawler.

Rock-Paper-Scissors: The most aggressive and what makes Brawler scary every turn/interaction. You have no hesitation, go in. S1 in long clean hit range, SP~M1 upon clean hit range. S2 once they're backed to a corner. You utilize your SP's evade window to go in with great advantage upon them. They have counter/DP you say? Well just stare at them realize their blunder THEN GO IN.

A very high-risk yet very high reward playstyle of Brawler. May induce mental damage to both users.

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight