Editing Mii Swordfighter (SSBU)

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Alongside their potent aerials and tilts are a set of powerful smash attacks and specials. While forward and up smash are both relatively laggy, they both boast a considerable amount of KO power and the same can be said for Blurring Blade and Power Thrust, the former which can KO at extremely low percents when fully charged at the edge of Final Destination.
Alongside their potent aerials and tilts are a set of powerful smash attacks and specials. While forward and up smash are both relatively laggy, they both boast a considerable amount of KO power and the same can be said for Blurring Blade and Power Thrust, the former which can KO at extremely low percents when fully charged at the edge of Final Destination.


Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. As in ''[[SSB4]]'', Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. Skyward Slash Dash is a move similar to that of [[Fire Fox]] (with a difference being that it is disjointed), allowing the Mii Swordfighter to have both increased distance and a trajectory that can mix up edgeguarding opponents.
Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. As in ''[[SSB4]]'', Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. Skyward Slash Dash is a move similar to that of [[Fire Fox]], allowing the Mii Swordfighter to have both increased distance and a trajectory that can mix up edgeguarding opponents.


However, in spite of the variety of strengths that the Mii Swordfighter has, they are not without their weaknesses. For a swordfighter, they have one of the (if not the) worst disjoints in the game. Many of their swift normals simply have a lack of range in comparison to other swordfighters such as Lucina and Ike. Additionally, as mentioned before, their mobility is also very lackluster compared to other disjoint users given their average dashing/walking and air acceleration speeds, which makes it difficult for them to keep up with faster, rushdown-based characters (i.e. Sonic). While many of their specials have some form of use, there are a few that provide utility that's considered to be overshadowed compared to other specials, such as Gale Stab, which has trouble snapping to the ledge and has limited KO power and damage unless charged; and Blurring Blade, which suffers from being completely unsafe on shield, having to be charged to gain its high power, and not only sacrificing the use of two great projectiles to be used, but also having limited range itself. While Airborne Assault provides great recovery and sports surprising KO power, its "detection hitbox" mechanic means it will always lose hitbox trades and sometimes even miss opponents it should have hit, as well as being unsafe on shield, limiting its use to reading defensive options or poor aerial approaches, as well as situationally hitting ledge-hanging characters.
However, in spite of the variety of strengths that the Mii Swordfighter has, they are not without their weaknesses. For a swordfighter, they have one of the (if not the) worst disjoints in the game. Many of their swift normals simply have a lack of range in comparison to other swordfighters such as Lucina and Ike. Additionally, as mentioned before, their mobility is also very lackluster compared to other disjoint users given their average dashing/walking and air acceleration speeds, which makes it difficult for them to keep up with faster, rushdown-based characters (i.e. Sonic). While many of their specials have some form of use, there are a few that provide utility that's considered to be overshadowed compared to other specials, such as Gale Stab, which has trouble snapping to the ledge and has limited KO power and damage unless charged; and Blurring Blade, which suffers from being completely unsafe on shield, having to be charged to gain its high power, and not only sacrificing the use of two great projectiles to be used, but also having limited range itself. While Airborne Assault provides great recovery and sports surprising KO power, its "detection hitbox" mechanic means it will always lose hitbox trades and sometimes even miss opponents it should have hit, as well as being unsafe on shield, limiting its use to reading defensive options or poor aerial approaches, as well as situationally hitting ledge-hanging characters.

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