Editing Mii Swordfighter (SSBU)

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|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]<br>([[Unlockable character|Unlockable]] in [[World of Light]])
|tier = D-
|ranking = 76
}}
}}
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
:{{cquote|An expert in swordplay with fantastic reach and attack power.|cite=The Swordfighter's ''Ultimate'' description}}
The '''Mii Swordfighter''' ({{ja|Mii剣術タイプ|Mii Kenjutsu Taipu}}, ''Mii Fencing Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as a playable character on June 12th, 2018, along with the other {{SSBU|Mii Fighter}} types, [[Mii Brawler (SSBU)|Brawler]] and [[Mii Gunner (SSBU)|Gunner]]. Mii Swordfighter is classified as [[Fighter number|Fighter #52]].
The '''Mii Swordfighter''' ({{ja|Mii剣術タイプ|Mii Kenjutsu Taipu}}, ''Mii Fencing Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as playable characters on June 12th, 2018, along with the other {{SSBU|Mii Fighter}} types, [[Mii Brawler (SSBU)|Brawler]] and [[Mii Gunner (SSBU)|Gunner]]. Mii Swordfighter is classified as fighter #52.


As with the other Mii Fighters, they have 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.
As with the other Mii Fighters, the Miis have 12 voice options, provided by Yuji Kishi, Takashi Ohara, Ryotaro Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shoji, Ayumi Fujimura, Makiko Ohmoto, Minami Takayama, and Kimiko Saito.


The Mii Swordfighter is currently ranked 76th out of 82 on the ''Ultimate'' [[tier list]], placing them in the D- tier. This is a slight improvement over their ''[[Super Smash Bros. 4]]'' iteration, which was 56th out of 57 on that game's third tier list before ultimately going unranked on the fourth.
==Changes from ''[[Super Smash Bros. 4]]''==
Much like the {{SSBU|Mii Gunner}}, the Mii Swordfighter retains most of his previous moveset, with majority of his changes being alterations to how his moves behave. While his changes are not as drastic as the {{SSBU|Mii Brawler}} (who received four entirely new special moves), the Swordfighter has nevertheless  received an abundance of buffs. Like the other Mii Fighters, the Mii Swordfighter now has set attributes, including middling [[weight]] (which is identical to a default-sized Mii Fighter in ''Smash 4'') alongside high [[air speed]], but average or below-average stats otherwise ([[falling speed]], [[air acceleration]], [[walk]] speed, [[run]] speed). As a result, the Swordfighter's role as the middle ground Mii Fighter has been reinforced.


==Attributes==
The Swordfighter's default moveset has not been changed significantly, with only several attacks being altered ([[dash attack]] is now a wide dashing slash, and [[up smash]] now consists of two slashes that can hit thrice in front). However, his aerial attacks have been given lowered lag due to the universal reduction of [[landing lag]], patching up the Swordfighter's notorious lag issues in ''Smash 4''. As a result, the Swordfighter arguably benefits the most from universal changes (in comparison to the other Mii Fighters), as many of his aerials can now start true combos and function as safe landing options, which is additionally beneficial due to his use of a [[disjoint]]ed weapon.
The Mii Swordfighter has had their physical attributes reworked to all be relatively average. No longer determinant on the weight given to whatever Mii they're based on, the Mii Swordfighter is now an average-height, [[weight|mediumweight]] fighter, weighing the same as {{SSBU|Cloud}}. Their walk and running speed are fairly average, however they have a relatively high air speed and bear the distinction of being the only Mii Fighter who cannot wall jump. Being a Mii Fighter, the Mii Swordfighter's special moves are determinant on the player's choice, as each special move slot can hold one of three available moves. They possess a total of 12 special moves: [[Gale Strike]], [[Shuriken of Light]], and [[Blurring Blade]] (Neutral Special), [[Airborne Assault]], [[Gale Stab]], and [[Chakram]] (Side Special), [[Stone Scabbard]], [[Skyward Slash Dash]], and [[Hero's Spin]] (Up Special), and [[Blade Counter]], [[Reversal Slash]], and [[Power Thrust]] (Down Special).


One of the greatest strengths of the Mii Swordfighter is their extremely versatile and flexible set of specials, some of which are among the strongest moves in the game. Gale Strike and Chakram are fantastic projectiles which excel at distancing opponents, racking up damage, and edgeguarding. Gale Strike is among the Mii Swordfighter's best moves; while slow for a projectile, it does good damage, is an excellent tool to setup kill confirms due to its large hitbox and fixed knockback, and is very potent at ledgetrapping. Landing a Gale Strike allows the Mii Swordfighter to confirm into a multitude of moves such as back aerial, forward aerial, up aerial, Hero's Spin, and Chakram. Hero's Spin in particular is an extremely potent kill option, being able to take stocks as low as around 40% when confirming out of a Gale Strike at the ledge. Chakram is another potent projectile that is good for both initiating and deterring approaches. The smash input version is good for edgeguarding opponents with especially poor recoveries (i.e. Belmonts and Cloud) and the tilt input version allows the Mii Swordfighter to pressure the ledge and confirm into many different moves, providing them with two tools that establish a good defense-oriented playstyle. Along with being one of the few swordfighters that have access to projectiles, the Mii Swordfighter is also the only one that possesses a reflector in the form of Reversal Slash, which allows them to counter campy, projectile-heavy opponents as well. Additionally, Blade Counter, like other counters, can effectively edgeguard those who possess poor recoveries, though it isn't as effective for KO'ing near the side blast lines due to its' extensive vertical knockback. However, this does provide it with consistent KO potential.
The biggest changes come from the Swordfighter's [[special move]]s. While only one of his special moves have been renamed (Slash Launcher is now [[Gale Stab]]), the majority of the Swordfighter's specials have significantly improved utility. Many now deal much higher damage, stronger knockback, or both, giving him an abundance of powerful options for KOing and fixing another of his former weaknesses.


Outside of their strong projectiles, the Mii Swordfighter possesses a few of fast and powerful normals. Back and up aerial are both very fast and powerful, the former of which is a strong tool to use for spacing and the latter for anti-airs and racking damage. Forward and neutral aerial both serve as average spacing tools, with forward air's multihits giving Mii Swordfighter several confirms on grounded opponents. Additionally, almost all of the Swordfighter's aerials can easily be comboed into from their down throw, giving the character extremely reliable damage from grabs. This, along with low aerial landing lag (with the exception of down aerial at 18 frames) results in the Mii Swordfighter having an above average aerial game due to most of their aerials being potential combo starters, while their down aerial, despite having weak set knockback, is great for gimping opponents with subpar recoveries alongside neutral and back aerial. The Mii Swordfighter's tilts, with the exception of forward tilt, are quite fast and are pretty reliable sources of damage and combo potential. Swordfighter's jab combo is relatively strong and launches at a very low angle, making it an option at setting up edgeguards and gimps. Their up tilt is generally used for juggling and starting combos at medium percentages, while their forward tilt and down tilt are more geared towards spacing and poking. The former is able to KO at mid-to-high percents near the ledge, making it a decent KO move, while the latter is safe on shield if spaced, can be used repeatedly without much risk, and reliably leads into combos at lower percents, making it another dependable combo starter the Swordfighter has.
The Swordfighter now has access to extremely effective combo starters courtesy of changes to his [[projectile]]s: [[Gale Strike]] deals much more damage, functions as a standard projectile, and now has [[fixed knockback]] with high [[hitstun]], making it one of the most powerful combo initiators in his arsenal. [[Shuriken of Light]] can now [[lock]] opponents despite its lowered damage, and gains speed as it travels. [[Chakram]] travels faster when smash thrown and deals more damage, while the slow version now lingers and returns to where it was thrown, turning it into an [[approach]]-deterring and ledge trapping tool.


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.
Finally, due to the changes to his specials, the Swordfighter's previously mediocre default moveset has been addressed with buffs, allowing him to function just as effectively with his default moveset. Alongside the buffed Gale Strike, [[Stone Scabbard]] functions much better for recovery and is capable of KOing, [[Airborne Assault]] no longer leaves him [[helpless]] and deals more knockback, [[Blade Counter]] can now initiate combos at low percents, or KO effectively due to its vertical angle, and [[Blurring Blade]] allows the Swordfighter to get KOs extremely early due to its increased damage and knockback.


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.
However, the Mii Swordfighter still retains some glaring weaknesses, including passable range for a disjointed weapon user, average ground mobility due to his new attributes, below-average frame data for many of his ground moves, and extremely weak throws, the latter two of which have not altered significantly from his transition to ''Ultimate'' (and in the case of his throws, have not been changed at all).


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.
Overall, the Mii Swordfighter's numerous buffs heavily outweigh his nerfs, making him much more effective than in ''Smash 4''; he has attained surprisingly decent representation in the early metagame as a result of this. However, the Mii Swordfighter's viability compared to the cast and, more significantly, the legality of custom moves in tournaments, are still yet to be seen.


Furthermore, while many of the Mii Swordfighter's normals are good, their smash attacks are all very laggy and have generally poor reach, especially their up smash, which does not have a vacuum effect like that of Link, Samus, or the Mii Gunner while their good normals begin to lose their utility at higher percentages. Down tilt loses its' combo ability at mid percentages and up tilt is a fairly sluggish move against faster opponents. Additionally, their grab game is subpar, though not to the same extent as {{SSBU|Cloud}}. Aside from down throw, the Mii Swordfighter's throws offer mediocre utility, especially their up throw, which deals extremely low knockback and damage and has no true follow ups. Their throws also have mediocre KO power, with their strongest throw being back throw (which doesn't KO at around 180% at the edge of Final Destination). While Gale Strike and Chakram are still very good projectiles, their start and end lag are both substantial in comparison to other projectiles, making them unsafe to use up close, further exacerbating their struggle against faster characters and giving them a rather poor neutral. Lastly, while their recovery can be very flexible, some of them either offer poor distance or are quite linear, such as Stone Scabbard which provides no horizontal distance and poses a great risk of self destructing, and Hero's Spin, which while is a good out of shield option and has a very powerful final hit, exchanges said strengths for very poor distance.
===Aesthetics===
*{{change|Players can customize the Mii Swordfighter's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Mii Swordfighters have had their body proportions adjusted.}}
*{{change|While still based off the "Guest B" Mii, the default Mii Swordfighter has an altered appearance, including shorter hair and thinner eyebrows.}}
*{{change|The default outfits for the Mii Swordfighters have significantly more detail, now wearing a tunic, with additional armor pieces and a sheath.}}


Overall, the Mii Swordfighter is a jack of all trades amalgamation of all weapon based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic fighter, making Mii Swordfighter among the most unpredictable to fight against. However, all of the customizable special moves have a fatal flaw to prevent them from being overpowered and/or are an inferior version of a similar move other fighters possess. Mii Swordfighter is capable of walling out opponents, racking up damage, and securing a plethora of different kill confirms. They excel in mid-close range combat and ledgetrapping with the usage of Chakram and Gale Strike and can restrict projectile usage with Reversal Slash. However, they exchange these strengths for a variety of laggy finishers, a subpar grab game and average movement speed. Despite this, their strengths do outweigh their weaknesses and they have a good number of favorable or even matchups. As a result, the Mii Swordfighter has seen a surprisingly high amount of representation and results in tournaments.
===Attributes===
*{{buff|Like all characters, the Mii Swordfighter's [[jumpsquat]] animation now takes three frames to complete (down from 7).}}
*{{change|As with all Mii Fighters, the Mii Swordfighter now has fixed proportions and attributes:}}
**{{change|Mii Swordfighter now has a set weight of 100, on par with {{SSBU|Cloud}}. This is identical to a default sized Mii Fighter in ''Smash 4''.}}
**{{nerf|Mii Swordfighter [[walk]]s slower (1.188 → 1.07). This affects his significantly compared to the cast, as he is now the 50th fastest walker (compared to 19-20th fastest in ''Smash 4'').}}
**{{buff|Mii Swordfighter [[dash]]es faster (1.5 → 1.58).}}
**{{nerf|Mii Swordfighter now has the seventh lowest initial dash speed (1.74).}}
**{{buff|Mii Swordfighter has slightly higher [[air acceleration]] (0.04 → 0.05).}}
**{{buff|Mii Swordfighter has a significantly higher [[air speed]] (0.96 → 1.17), giving him the 18th highest air speed in the game (compared to 53-59th in ''Smash 4'').}}
**{{change|Mii Swordfighter has a slightly slower [[falling speed]] (1.6 → 1.55).}}


==Changes from ''[[Super Smash Bros. 4]]''==
===Ground attacks===
The Mii Swordfighter has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', being overall buffed, though not enough to improve their standing.
*[[Neutral attack]]:
**{{buff|Like almost all characters, the first two hits of neutral attack can now [[lock]].}}
**{{nerf|First hit of neutral attack does less damage (4% → 3%).}}
*[[Down tilt]]:
**{{buff|Down tilt has slightly less ending lag, improving its safety and combo ability.}}
*[[Dash attack]]:
**{{change|Dash attack is now an outward swipe instead of an outward stab, similar to {{SSBU|Toon Link}}'s.}}
**{{buff|Dash attack has 1 less frame of startup (frame 9 → 8).}}
**{{buff|Dash attack now consists of a single hitbox, thus losing its weaker late hitbox that dealt 6%. It also has more vertical range, deals more knockback and sends at a [[semi spike]] angle, improving its KO potential near an edge.}}
**{{nerf|Dash attack has a shorter duration and less horizontal range.}}
*[[Forward smash]]:
**{{buff|Forward smash has 1 less frame of startup (frame 16 → 15).}}
*[[Up smash]]:
**{{change|Up smash now consists of two slashes instead of three. This reduces the amount of time the Swordfighter is stuck in lag, but also reduces up smash's hitbox duration.}}
**{{buff|Up smash's previous second hit has now been moved behind the Mii Swordfighter. This means the move still hits thrice if the front hit connects.}}
**{{buff|Up smash's altered hitbox placement now allows it to hit opponents touching the Mii Swordfighter's back, although this will only deal two hits.}}
**{{buff|Up smash deals more knockback, reliably KOing at around 115%.}}


Much like the {{SSBU|Mii Gunner}}, the Mii Swordfighter retains most of their previous moveset, with the majority of the Swordfighter's changes being alterations to their moveset's behavior. Like the other Mii Fighters, the Mii Swordfighter now has set attributes, including middling [[weight]] (which is identical to that of a default-sized Mii Fighter in ''SSB4'') alongside high [[air speed]], but average or below-average stats otherwise ([[falling speed]], [[air acceleration]], and [[walk]] and [[run]] speed). As a result, the Swordfighter's role as the middle-ground Mii Fighter has been reinforced.
===Aerial attacks===
*{{buff|All aerials have significantly lower landing lag (Neutral: 15 → 9, Forward: 17 → 13, Back: 15 → 10, Up: 16 → 11, Down: 30 → 19).}}
*[[Neutral aerial]]:
**{{nerf|Neutral aerial starts one frame later (frame 11 → 12).}}
**{{buff|Neutral aerial's lowered landing lag allows it to initiate combos much better than before.}}
*[[Forward aerial]]:
**{{buff|Forward aerial's lowered landing lag makes combos from the first two hits more effective.}}
*[[Up aerial]]:
**{{buff|Up aerial's lowered landing lag allows the late hit to start combos.}}
*[[Down aerial]]:
**{{change|Down aerial has an altered animation, with the Swordfighter now stabbing downwards and twirling with his sword instead of turning upside down completely.}}
**{{buff|Down aerial's looping hits deal slightly more damage (1% → 1.5%).}}


The Swordfighter has received noticeably few changes to their standard moveset, save for [[up smash]] now consisting of two slashes that can hit three times in front, and a new [[dash attack]]: a wide dashing slash. The biggest changes come from their altered [[special move]]s; while only one of their special moves has been renamed (Slash Launcher is now [[Gale Stab]]), the majority of the Swordfighter's specials have significantly improved utility. Many now deal much higher damage, stronger knockback (or both, like [[Blurring Blade]] for example), and/or have vastly improved utility, giving the Swordfighter a larger abundance of options and fixing another of their former weaknesses. [[Gale Strike]] now functions as a standard projectile, and has [[fixed knockback]] with high [[hitstun]], which combined with its higher damage makes it one of the most powerful combo initiators in the Swordfighter's arsenal. [[Shuriken of Light]] can now [[lock]] opponents despite its lowered damage, and gains speed as it travels. [[Chakram]] travels faster when smash thrown and deals more damage, while the slow version now lingers and returns to where it was thrown, turning it into an [[approach]]-deterring and ledge-trapping tool. [[Airborne Assault]] now gives the Swordfighter a half-second window to prevent [[helpless]]ness and deals more knockback. [[Stone Scabbard]] has increased recovery distance and is capable of KOing. [[Skyward Slash Dash]] has much faster startup, making it a safer recovery option. [[Blade Counter]] can now initiate combos at low percents, or KO effectively due to its vertical angle. Lastly, [[Reversal Slash]] reflects projectiles with much more strength and speed than ever before, turning it into a devastatingly powerful reflector.
===Throws/Other Moves===
*{{nerf|Grab has more ending lag (FAF 29 → 35).}}
*{{buff|The Mii Swordfighter's [[pummel]] is now a knee strike. It is significantly faster but deals much lower damage (3.25% → 1.3%), but this is a buff overall due to the Swordfighter's previously sluggish pummel.}}
*[[Back throw]]:
**{{change|Back throw's kick has now been changed to a roundhouse kick behind him.}}
*[[Down throw]]:
**{{change|Down throw now throws opponents to the ground, similar to {{SSBU|Marth}}'s.}}
*{{buff|[[Edge attack]] deals more damage (7% → 9%).}}


A few of the universal changes are also benefitial for the Swordfighter. The universal increases in mobility slightly improves their approach, combined with the various buffs to their projectiles. The reductions to [[landing lag]] on aerial attacks patches up the Swordfighter's notorious lag issues in ''SSB4'', and allows many of their aerials to start combos and function as safe landing options. The changes to [[air dodge]]s also improve their recovery and edgeguarding game.
===Special Moves===
*[[Neutral special]]s:
**[[Gale Strike]]:
***{{buff|Gale Strike now has [[set knockback]] and higher [[hitlag]]. This grants it newfound combo potential, and gives the Swordfighter an almost guaranteed followup if it lands. This tremendously improves what was previously one of the least effective [[projectile]]s in the game.}}
***{{buff|The gale deals significantly more damage (early: 3.7% → 13%, middle: 2.9% → 11%, late: 2% → 10%).}}
***{{buff|The gale starts faster (frame 23 → 20).}}
***{{nerf|The gale travels a smaller distance, only half of [[Final Destination]]. It has also lost its [[push]]ing ability at the end, removing its utility to blow opponents and items away.}}
***{{change|The gale now has [[transcendent priority]], meaning it can no longer clash or neutralize projectiles, but can now beat out all direct attacks, even those with much greater damage outputs.}}
**[[Shuriken of Light]]:
***{{change|The throwing animation has been altered: it is now a quick ninja-like finger flick near the Mii Swordfighter's torso.}}
***{{buff|Shurikens now gradually pick up speed as they travel.}}
***{{buff|Shurikens are thrown faster (frame 16 → 13) and have less ending lag (FAF 50 → 38), making it function better as a conventional projectile.}}
***{{buff|Mid-range and long-range shurikens can now lock.}}
***{{nerf|Max range shurikens deal significantly less damage (10% → 6.5%).}}
**[[Blurring Blade]]:
***{{buff|Blurring Blade now sets the Swordfighter's blade aflame for its duration, deals [[flame]] damage, and ends in an upward slash, rather than a thrust. The final hit has a larger hitbox because of this.}}
***{{buff|Blurring Blade deals much higher damage across all charge levels (9.9 ~ 23.75% → 12 ~ 28.8%). It also has much higher knockback, allowing it to KO very early (100% uncharged, 24% fully charged at the edge of Final Destination).}}
***{{buff|The move can now be reversed after charging, similar to {{SSBU|Roy}}'s [[Flare Blade]], but it can only be reversed once.}}


However, the Mii Swordfighter has also received nerfs. Arguably the biggest ones are to their standard moveset's decreased hitbox sizes; while other moves had their hitbox sizes increased, they pale in comparison and most of them are special moves. This worsens Mii Swordfighter's spacing and disjoint while also making one of their main weaknesses more exploitable. Like the other Miis, they now have set attributes, which makes their mobility, despite being buffed overall, average while still being mediocre compared to most other swordfighters.  
*[[Side special]]s:
**[[Airborne Assault]]:
***{{change|Airborne Assault is no longer a chargeable move, and travels a set distance (about 3/4 of Final Destination).}}
***{{buff|Airborne Assault travels further on average when compared to the previous uncharged variant.}}
***{{buff|Airborne Assault deals higher knockback, allowing it to KO at high percents.}}
***{{change|Airborne Assault deals significantly more damage than the previous uncharged version (7.2% → 12%), but less than a full-charged version (16% → 12%).}}
***{{buff|Airborne Assault no longer leaves the Mii helpless if the hit is successful, and it now has around a half-second window where the Swordfighter can act to bypass [[helpless]]ness if the move misses and the Swordfighter goes offstage. This significantly improves the Mii's [[recovery]].}}
***{{change|The move will stop at a ledge if it happens to pass one. This eliminates accidental [[self-destruct]]s while using the move, but also makes it harder to pursue offstage opponents or those on a different platform.}}
***{{buff|The bounce gained from hitting an opponent travels higher, making it safer to use against shield.}}
***{{change|Airborne Assault's rebounding animation has the Mii perform a flourishing backflip, with a larger sword trail accompanying it.}}
**[[Chakram]]:
***{{buff|Chakram has a bigger hitbox.}}
***{{buff|Fast charkrams deal more damage (6.5% → 8%).}}
***{{buff|Slow chakrams now behave like a short-range [[Boomerang]], staying out for a longer duration and slowly returning to where it was initially thrown, dealing 1.1% per hit. This improves its ability to wall out approaches and initiate combos, and also allows it to ledge trap and [[edgeguard]].}}
**[[Gale Stab]]:
***{{change|Gale Stab (formerly Slash Launcher) has a new animation that has the Mii perform a charging stab rather than a reverse-gripped slash. If it misses, the Swordfighter will brake on the ground; if it hits, the Swordfighter will hold his sword in a stabbing motion forwards.}}
***{{buff|Gale Stab starts faster (frame 13 → 9).}}
***{{buff|Gale Stab deals much more damage when fully charged (10.2% → 18.5%). It also deals much more knockback, allowing the charged versions to KO.}}
***{{nerf|Gale Stab now slows down upon hitting an opponent. It also deals slightly less damage late unless uncharged.}}
***{{nerf|Gale Stab cannot sweetspot ledges during its ending animation if it hits an opponent.}}


Overall, the Mii Swordfighter is now far more flexible in their playstyle, with their buffs to their special moveset allowing them to adapt to either an aggressive or zoner playstyle depending on the matchup. However, the reductions to hitbox sizes forces them to approach and play just as carefully. The Mii Swordfighter also still retains some of their most glaring weaknesses, such as below-average frame data for many of their ground moves, and a weak [[grab]] game, both of which have not altered significantly from their transition to ''Ultimate'' (and in the case of their throws, have not been changed at all). In addition, various veterans have received buffs that are more impactful than theirs at launch, while game updates have both provided even more buffs to veterans that are more noticeable than the Swordfighter's own changes, and introduced newcomer DLC characters, some of which prove difficult to overcome. Because of this, while the Swordfighter is undeniably a better character than in ''SSB4'', they have not significantly improved compared to the rest of the cast in ''Ultimate'', and are considered to be the weakest of the three Miis.
*[[Up special]]s:
**[[Stone Scabbard]]:
***{{change|Stone Scabbard's descending trail is now blue instead of yellow. The move now has a unique sword sound byte at the end of the move if an opponent is hit.}}
***{{buff|Stone Scabbard travels much higher and grants more horizontal momentum at the start and right before falling, significantly increasing its usefulness as a recovery move.}}
***{{buff|Stone Scabbard can now sweetspot ledges from behind while falling.}}
***{{buff|Stone Scabbard's rising hit has a larger hitbox.}}
***{{buff|Stone Scabbard's landing hit is significantly stronger, allowing it to KO within the 110% range at the edge.}}
***{{nerf|Stone Scabbard's first hit deals less damage (5% → 4%). The sword's hitbox when going through platforms also deals less damage (6% → 3%).}}
**[[Skyward Slash Dash]]:
***{{buff|Skyward Slash Dash has significantly less startup lag (frame 24 → 14).}}
****{{change|This leaves the Swordfighter less open to attacks, but now players must input their direction quickly to avoid self-destructs.}}
***{{buff|Skyward Slash deals significantly higher total damage (12% → 21.2%).}}
**[[Hero's Spin]]:
***{{change|Hero's Spin now has identical particles as [[Spin Attack]], albeit colored purple. The Swordfighter also undulates during the spin, much like the mentioned attack.}}


{{SSB4 to SSBU changelist|char=Mii Swordfighter}}
*[[Down special]]s:
**[[Blade Counter]]:
***{{change|[[Blade Counter]] has a new visual effect, and now retaliates with an upward slash.}}
***{{buff|The counter now causes opponents to recoil before the counterattack.}}
***{{buff|The counterattack now sends opponents vertically, similar to [[Counter Surge]], and has lower ending lag. At low percents, this makes it possible for follow ups.}}
***{{change|Blade Counter's vertical launch angle improves its KO potential at higher percents in general, but worsens its KO potential against strong attacks close to a side blast line.}}
**[[Reversal Slash]]:
***{{change|Reversal Slash's graphic is now an S-shaped swirl, instead of a C-shaped slash.}}
***{{nerf|Reversal Slash's damaging hitbox starts later (frame 12 → 16). Its reflecting hitbox stays the same (frame 5).}}
***{{buff|Reflected projectiles deal increased damage (1.5× → 1.8×).}}
**[[Power Thrust]]:
***{{change|Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.}}
***{{buff|Grounded Power Thrust deals more damage, with the middle hitbox now dealing as much damage as the previous early hitbox (tipper/blade early: 13/10% → 15/12%, tipper/blade middle: 11/8% → 13/10%, tipper/blade late: 8% → 10/7.5%).}}
***{{buff|Grounded Power Thrust deals significantly higher knockback throughout all charge levels, allowing the early tipper to KO at 100%, and the middle hits at around the 115% range.}}
***{{change|Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.}}
***{{buff|Aerial Power Thrust's landing hit deals significantly higher knockback, KOing at around 105% at the edge of Final Destination.}}
*[[Final Smash]]:
**{{change|[[Final Edge]] now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.}}
**{{change|Like every other Final Smash, Final Edge features a special background effect, the Swordfighter's background effect is purple.}}
**{{buff|Final Edge is performed significantly faster, and generates more beams at once.}}
**{{nerf|Final Edge has had its range reduced, only covering all of Final Destination, reducing its KO potential.}}


== Update history ==
== Update history ==
Mii Swordfighter so far has received the fewest changes in patches compared to the other Mii Fighters (due to not receiving any buffs or nerfs in patches 2.0.0 and 3.1.0 unlike the other Miis). The Swordfighter has been given few changes throughout the game but has mainly received nerfs. In patch 3.0.0, Chakram, Gale Strike, and Shuriken of Light were nerfed, as a result of all dealing less shield damage due to the overall nerf to projectiles from the patch.
'''{{GameIcon|ssbu}} 1.1.0'''
 
*{{nerf|Chakram and Gale Strike now have significantly less range; previously, they traveled the full length of [[Final Destination]], but they now travel half its length.}}
On the other hand, Mii Swordfighter has received some buffs. In patch 3.0.0 and patch 4.0.0 respectively, their edge attack was given more range, and Blurring Blade was made to connect more reliably. In patch 7.0.0 increased Mii Swordfighter's shield size; They were the only Mii Fighter that received this change.
 
In patch 9.0.0, Mii Swordfighter received a buff to Hero's Spin, making the move connect with itself more reliably. This change was simply reverting a shadow nerf from 2.0.0 that caused Hero's Spin to not connect on the final hit unless the player moved backwards on their joystick for the last hit. Being an undocumented change, it was rumored to have been an accident, the rumor being supported by 9.0.0's hotfix of the move.
 
Patch 12.0.0, provided Mii Swordfighter with a handful of small buffs to some of his special moves. Airborne Assault deals 2% more damage and does more knockback, now becoming a decent KO move. Stone Scabbard's last hit does more damage and knockback. Blade Counter's intangibility starts 1 frame faster, has faster counter detection, and has less ending lag on activation. And finally, Power Thrust starts 2 frames faster.
 
As a result of these changes, Mii Swordfighter is a slightly better character than they were at launch.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} 2.0.0'''
{{UpdateList (SSBU)/1.1.0|char=Mii Swordfighter}}
*{{bugfix|Fixed a game crash along with {{SSBU|Duck Hunt}} where [[Wild Gunman]] and the Mii Swordfighter’s special move were used at the same time.}}
 
*{{change|Corrupt data occurs along with Duck Hunt if they play Century Smash.}}
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Swordfighter}}
 
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Swordfighter}}


==Moveset==
==Moveset==
''For a gallery of Mii Swordfighter's hitboxes, see [[Mii Swordfighter (SSBU)/Hitboxes|here]].''
''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Front Slash ({{ja|前斬り|Zen Kiri}}) / Counter Slash ({{ja|返し斬り|Kaeshi Kiri}}) / Slash Up ({{ja|斬り上げ|Kaeshi Kiri}})
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Performs an inward slash, followed by an outward slash, and concluded with an upwards-arching slash. The first two hits can lock, and the third hit has surprisingly good knockback growth for a neutral attack, allowing it to KO at the edge at very high percents. Curiously, the third swing deals a "punching" sound effect when it connects, instead of a slashing one.
|neutraldesc=Performs an inward slash, followed by an outward slash, and concluded with an upwards-arching slash. The first 2 hits can lock.
|ftiltname=Side Slash ({{ja|横斬り|Yoko Kiri}})
|ftiltname=&nbsp;
|ftiltdmg=12%
|ftiltdmg=12%
|ftiltdesc=A horizontal swipe. Has decent range and can function as a KO option near the sides of the stage at very high percents.
|ftiltdesc=A horizontal swipe.
|utiltname=Upper Slash ({{ja|上方斬り|Kamigata Kiri}})
|utiltname=&nbsp;
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Slashes in an arc above their heads. This covers the Swordfighter's entire body. At low percents, it can combo into itself, much like the up tilts of [[Young Link (SSBU)|the]] [[Toon Link (SSBU)|three]] [[Link (SSBU)|Links]]. At higher percents, it can combo into back or up aerials.
|utiltdesc=Slashes in an arc above their heads. This covers the Swordfighter's entire body.
|dtiltname=Shin Thrust ({{ja|すね突き|Sune Tsuki}})
|dtiltname=&nbsp;
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A low sword thrust along the ground, similar to {{SSBU|Marth}}'s down tilt. Has low ending lag, and launches opponents slightly upward. Great for starting combos, especially with forward aerial, though it has a very low hitbox duration.
|dtiltdesc=A low sword thrust along the ground, similar to {{SSBU|Marth}}'s down tilt. Has low ending lag, and launches opponents slightly upward. Great for starting combos.
|dashname=Dash Slash ({{ja|ダッシュ斬り|Dasshu Kiri}})
|dashname=&nbsp;
|dashdmg=10%
|dashdmg=10%
|dashdesc=Performs an outward swipe while sliding forward. Does good knockback, but has noticeable ending lag.
|dashdesc=Performs an outward swipe while sliding forward.
|fsmashname=Full Power Slash ({{ja|全力斬り|Zenryoku Kiri}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (hilt), {{ChargedSmashDmgSSBU|15}} (blade), {{ChargedSmashDmgSSBU|16}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (hilt), {{ChargedSmashDmgSSBU|15}} (blade), {{ChargedSmashDmgSSBU|16}} (tip)
|fsmashdesc=Steps forward and, with both arms, performs a two-handed downward slash. Deals good knockback and has surprisingly high range, but suffers from high lag on both ends.
|fsmashdesc=Steps forward and, with both arms, swings their sword downwards and inwards. Deals good knockback and has surprisingly high range, but suffers from high lag on both ends.
|usmashname=Double Slash ({{ja|斬撃二連|Zangeki Niren}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|7}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|7}} (hit 3)
|usmashdesc=Jumps and performs two corkscrewing slashes over their head before touching the ground. There is a hitbox in front of the Swordfighter just before the first slash comes out, which will hit opponents in front of the Swordfighter a total of three times. Anyone touching the back of the Swordfighter will only be hit twice.
|usmashdesc=Jumps and performs 2 corkscrewing slashes over their head before touching the ground. There is a hitbox in front of the Swordfighter just before the first slash comes out, which will hit opponents in front of the Swordfighter a total of 3 times. Anyone touching the back of the Swordfighter will only be hit twice.
|dsmashname=Low Altitude Double ({{ja|低空二連|Teikū Niren}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|15}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|15}} (back)
|dsmashdesc=Crouches and slashes low to the ground: first in front, and then behind. The rear hit is stronger than the front hit.
|dsmashdesc=Crouches and slashes low to the ground: first in front, and then behind.
|nairname=Great Wheel Slash ({{ja|大車輪斬り|Dai Sharin Kiri}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdesc=Slashes in a circle while doing a corkscrew in the air. A good spacing and approach move that can be used to initiate combos when used close to the ground. However, as the move starts slowly and has a hitbox that starts from above and behind the Swordfighter, it is usually ineffective and risky for escaping juggles.
|nairdesc=Slashes in a circle while doing a corkscrew in the air. A good spacing and approach move that can be used to initiate combos when used close to the ground.
|fairname=Triple Thrust ({{ja|突き三連|Tuski Sanren}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|5}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|5}} (hit 3)
|fairdesc=Stabs forward three times, each stab at a slightly higher angle than the last. It is a reliable followup from down tilt at low percents, and useful for damage-racking. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes use the [[autolink angle]], which can be used to start ground combos.
|fairdesc=Stabs forward three times, each stab at a slightly higher angle than the last. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes can be used to start ground combos.
|bairname=Reverse Slash ({{ja|反転斬り|Hanten Kiri}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdesc=Spins to perform an extremely fast backwards slash. One of the Mii Swordfighter's more reliable finishers due to its reach and quick startup, and is a reliable tool for walling out approaches.
|bairdesc=Spins to perform an extremely fast backwards slash. One of the Mii Swordfighter's more reliable finishers, especially in the air.
|uairname=Upper Screw ({{ja|上方スクリュー|Kamigata Sukuryū}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdesc=Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.
|uairdesc=Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.
|dairname=Downward Screw ({{ja|下方スクリュー|Kahō Sukuryū}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|dairdesc=Spins while holding their sword beneath themselves, hitting multiple times like a drill. Upon landing, the landing impact will create a shockwave that launches opponents away. When used in the air, the final hit deals somewhat low set knockback. Each hit can be used to drag a recovering opponent offstage, since each hit is a rather weak meteor smash.
|dairdesc=Spins while holding their sword beneath themselves, hitting multiple times like a drill. Upon landing, the landing impact will create a shockwave that launches opponents away.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches in front on them with their free hand.
|grabdesc=Reaches in front on them with their free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike.
|fthrowname=Point-Blank Side Kick ({{ja|ゼロ距離サイドキック|Zero Kyori Saido Kikku}})
|fthrowname=&nbsp;
|fthrowdmg=3% (kick), 3% (throw)
|fthrowdmg=3% (kick), 3% (throw)
|fthrowdesc=Front kicks the opponent away.
|fthrowdesc=Front kicks the opponent away.
|bthrowname=Point-Blank Spin Kick ({{ja|ゼロ距離スピンキック|Zero Kyori Supin Kikku}})
|bthrowname=&nbsp;
|bthrowdmg=3% (kick), 3% (throw)
|bthrowdmg=3% (kick), 3% (throw)
|bthrowdesc=Knocks the opponent away with a roundhouse kick.
|bthrowdesc=Knocks the opponent away with a roundhouse kick.
|uthrowname=Jump Slash ({{ja|ジャンプ斬り|Janpu Kiri}})
|uthrowname=&nbsp;
|uthrowdmg=2% (slash), 3% (throw)
|uthrowdmg=2% (slash), 3% (throw)
|uthrowdesc=Tosses the enemy up and then performs a midair spinning slash to knock them away. Possibly Mii Swordfighter’s worst throw due to dealing low damage and knockback as well as having too much end lag to make it a versatile combo starter.
|uthrowdesc=Tosses the enemy up and then performs a midair spinning slash to knock them away.
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname=&nbsp;
|dthrowdmg=2% (slam), 2% (throw)
|dthrowdmg=2% (slam), 2% (throw)
|dthrowdesc=Slams the opponent on the ground. One of Mii Swordfighter's best throws since it can combo into neutral aerial, forward aerial and up aerial at low to mid percents. Notably, it can confirm into an up aerial at high percents, making it a strong KO confirm.
|dthrowdesc=Slams the opponent on the ground.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 163: Line 248:
|nsdefname=Gale Strike
|nsdefname=Gale Strike
|nsdefdmg=13% (clean), 11% (mid), 10% (late)
|nsdefdmg=13% (clean), 11% (mid), 10% (late)
|nsdefdesc=Creates a small tornado with a spinning slash and sends it forwards. The tornado travels half the length of Final Destination, dealing less damage as it travels. The projectile is unique as it deals [[set knockback]], and as such retains the old knockback physics, giving it increased [[hitstun]]. This makes it a potent combo initiator, allowing aerial followups at any percent range, commonly into up aerial or Hero's Spin. However, while unaffected by the opponent's percentage, the tornado's knockback will vary depending on their weight, making some follow ups practically guaranteed on heavier fighters and virtually impossible on lighter ones. Additionally, its excellent combo potential is offset by the move's slow startup, making it an overall poor projectile in neutral, though otherwise powerful when in the advantage. Oddly, the tornado will always cause [[reeling]], and in addition will always cause [[tumble]], regardless of how much knockback it deals. It also always breaks opponents out of being [[frozen]].
|nsdefdesc=Creates a small tornado and sends it forwards. The tornado travels half the length of Final Destination, dealing less damage as it travels. The projectile is unique as it deals [[set knockback]], with very high [[hitstun]] and vertical launch trajectory. All these make it a potent combo initiator, allowing aerial followups at any percent range.
|nsc1name=[[Shuriken of Light]]
|nsc1name=[[Shuriken of Light]]
|nsc1dmg=2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far)
|nsc1dmg=2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far)
|nsc1desc=Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping. The shurikens can lock at mid to long range. Functions better as a conventional projectile when compared to Gale Strike, though it sacrifices its potent combo ability as a result.
|nsc1desc=Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping.
|nsc2name=[[Blurring Blade]]
|nsc2name=[[Blurring Blade]]
|nsc2dmg=0.8% (hits 1 - 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 - 5, fully charged), 19.2% (hit 6, fully charged)
|nsc2dmg=0.8% (hits 1 - 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 - 5, fully charged), 19.2% (hit 6, fully charged)
|nsc2desc=The Swordfighter charges their sword, with the blade aflame, before stabbing with the sword forward multiple times and finishing with an upwards slash. The move can be reversed just before the attack is initiated. It deals very high knockback, allowing it to be a potent finisher or read. It also deals heavy damage to shields, especially when charged.
|nsc2desc=The Swordfighter charges their sword, with the blade aflame, briefly before stabbing with the sword forward multiple times and finishing in a high-knockback upwards slash. The move can be reversed just before the attack is initiated.
|ssdefname=Airborne Assault
|ssdefname=Airborne Assault
|ssdefdmg=14%
|ssdefdmg=12%
|ssdefdesc=Gets into a charge-like stance, then launches at the enemy, somersaulting with the blade. Travels a set distance in a light arc, allowing then to hit downed and low crouching opponents. If used on any kind of platform, the Swordfighter will stop at the edge. The Swordfighter will perform a high-arc frontflip upon clean contact, or a high backflip if hitting a shield, making approaching safe against direct retaliation like grabs; however, the Swordfighter cannot alter their momentum after hitting something, which can be punishable. If used in midair, there is a period after the move concludes where the Swordfighter will be able to perform an additional action. However, if nothing is done during this period, the Swordfighter will enter the helpless state. It is an overall excellent recovery move due to its strengths, and also deals solid damage and knockback, allowing it to act as a KO move.
|ssdefdesc=Gets into a charge-like stance, then launches at the enemy, somersaulting with the blade. Travels a set distance in a light arc, allowing then to hit downed and low crouching opponents. If used on any kind of platform, the Swordfighter will stop at the edge. The Swordfighter will perform a high-arc frontflip upon clean contact, or a high backflip if hitting a shield, making approaching safe. If used in midair, there is a period after the move concludes where the Swordfighter will be able to perform an additional action. However, if nothing is done during this period, the Swordfighter will enter the helpless state.
|ssc1name=[[Gale Stab]]
|ssc1name=[[Gale Stab]]
|ssc1dmg=8% (uncharged), 18.5% (fully charged)
|ssc1dmg=8% (uncharged), 18.5% (fully charged)
|ssc1desc=The Swordfighter rushes forward, stabbing forward as they do so. If an opponent is hit, the Swordfighter will immediately slow down. The move as a whole functions similarly to [[Quick Draw]], with the ability to charge the move for increased distance, damage, and knockback, as well as putting the Swordfighter into a helpless state when the move is ended in midair. At high charge, the move deals high knockback and functions as a KO move.
|ssc1desc=The Swordfighter rushes forward, holding out their sword to stab. This move can be charged.
|ssc2name=[[Chakram]]
|ssc2name=[[Chakram]]
|ssc2dmg=1.1% (per hit, slow chakram), 8% (fast chakram)
|ssc2dmg=1.1% (per hit, slow chakram), 8% (fast chakram)
|ssc2desc=Throws a chakram as a projectile that can be angled and sent upwards, downwards, or straight forward. If inputted like a smash attack, it will fly faster with significantly increased range, speed and damage. Otherwise, it will fly in front of the Mii Swordfighter and slowly return towards the position from which it was thrown (much like a boomerang), hitting multiple times. The chakram can be lodged into the floor and walls, but cannot be picked up. This move is good for walling out approaches and initiating combos, and also for ledge trapping and edgeguarding. However, unlike other boomerangs in the game, it cannot travel through platforms and doesn't bounce, instead lodging itself in the ground and losing all momentum.
|ssc2desc=Throws a chakram as a projectile that can be angled and sent upwards, downwards, or straight forward. If inputted like a smash attack, it will fly faster with increased range and damage. Otherwise, it will fly in front of the Mii Swordfighter and slowly return towards the position from which it was thrown (much like a boomerang), hitting multiple times. The chakram can be lodged into the floor and walls, but cannot be picked up. This move is good for walling out approaches and initiating combos, and also for ledge trapping and edgeguarding.
|usdefname=Stone Scabbard
|usdefname=Stone Scabbard
|usdefdmg=4% (hit 1), 3% (hit 2), 8% (hit 3), 3% (through platforms)
|usdefdmg=4% (hit 1), 3% (hit 2), 5% (hit 3), 3% (through platforms)
|usdefdesc=Slashes upwards while jumping and then stabs downwards while falling. As a recovery, the Swordfighter gains a good distance both vertically and horizontally and can alter their momentum until they begin falling, after which they will plummet down and end up self-destructing if they do not grab a ledge. The first hit starts when the Swordfighter begins ascending, and the second hit is a meteor smash when they begin descending, though its low set knockback is intended to help drag opponents to the ground into the final hit. The landing hit deals high knockback and can KO at 110% near the sides of the stage, making it effective out of shield. When landing, the Mii's sword will go through thin platforms, which damages opponents underneath but deals no knockback. While it may seem effective for [[sacrificial KO]]s, Stone Scabbard is usually highly ineffective for this purpose due to the descending hit's low knockback and the speed the Swordfighter falls, which usually causes the Swordfighter to get KO'd before their opponent. However, it can work when used on characters with poor recoveries, or on ledgehanging opponents.
|usdefdesc=Slashes upwards while jumping and then stabs downwards while falling. The second hit is a powerful meteor smash. The landing hit forces the Mii's sword through thin platforms, which damages opponents underneath. The Mii Swordfighter will not stop until it hits ground as soon as the second portion of the attack begins, making it easy to [[self-destruct]] off-stage with the move if not aimed carefully.
|usc1name=[[Skyward Slash Dash]]
|usc1name=[[Skyward Slash Dash]]
|usc1dmg=2.2% (hit 1), 3% (hits 2 - 6), 4% (hit 7)
|usc1dmg=2.2% (hit 1), 3% (hits 2 - 6), 4% (hit 7)
|usc1desc=After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick. It overall functions like {{SSBU|Falco}}'s [[Fire Bird]]. Skyward Slash Dash grants more control over the Swordfighter's recovery direction compared to their other two up specials, and deals the most damage out of all of them. It also starts up quickly, making it effective out of shield or as a burst option. However, its final hit deals lackluster knockback; combined with its knockback angle, the move finds difficulty KOing even if it lands on extremely damaged opponents near the top blast lines, even at 200%. It can function as a risky KO offstage by dragging opponents towards the sides, though this will result in the Swordfighter self-destructing.
|usc1desc=After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick.
|usc2name=[[Hero's Spin]]
|usc2name=[[Hero's Spin]]
|usc2dmg=14%/13%/10%/7%/5% (ground, uncharged front), 12%/11%/8%/7%/5% (ground, uncharged back), 19.6%/18.2%/14%/12.5%/9.8% (ground, fully charged front), 16.8%/15.4%/12.6%/11.2%/9.8% (ground, fully charged back), 3% (air hit 1), 2% (air hits 2 - 4), 5% (air hit 5)
|usc2dmg=14%/13%/10%/7%/5% (ground, uncharged front), 12%/11%/8%/7%/5% (ground, uncharged back), 19.6%/18.2%/14%/12.5%/9.8% (ground, fully charged front), 16.8%/15.4%/12.6%/11.2%/9.8% (ground, fully charged back), 3% (air hit 1), 2% (air hits 2 - 4), 5% (air hit 5)
|usc2desc=When used on the ground, the Swordfighter spins with their sword held outward. If used in the air, the Mii will rise, performing multiple spinning slashes before ending with an outward slash. The ground variant can be charged to deal even more damage. Functions identically to [[Spin Attack]], but with poorer vertical recovery in exchange for extremely high knockback on the final strike when used in the air, able to KO middleweights from as low as 50% when initiated from the edge and drifting outwards for the duration of the attack. Like Spin Attack, Hero's Spin is potent out of shield on the ground, and easily edgeguards against recovering opponents if the Swordfighter drops offstage and performs the move away from the ledge. It is also a common followup for Gale Strike, although aerial Hero's Spin can be SDI'ed in certain scenarios to fall out.
|usc2desc=When used on the ground, the Swordfighter spins with their sword. If used in the air, the Mii will rise, doing multiple hits. The ground variant can be charged to deal even more damage. Functions much like the [[Spin Attack]].
|dsdefname=Blade Counter
|dsdefname=Blade Counter
|dsdefdmg=1.5× (minimum 8%)
|dsdefdmg=1.5× (minimum ?%)
|dsdefdesc=The Swordfighter holds their sword in a reverse grip behind them. If hit, the Swordfighter retaliates with a [[counterattack]], flourishing their sword before performing an upward slash, knocking opponents upward. This move has low endlag and, unlike most counterattacks, sends opponents at a vertical angle. As a result, it can be used to initiate combos at low percents against weak moves, although it can be lackluster for countering against recovering opponents, due to its vertical trajectory limiting its effectiveness near the sides of the stage. Unique to this counterattack is its ability to "stun" grounded opponents on hit at the start of the counter, as it will automatically cancel the opponent's move and cause them to reel backwards before the counterattack comes out.
|dsdefdesc=The Swordfighter holds their sword in a reverse grip behind them. If hit, the Swordfighter retaliates with an upward slash, knocking opponents upward. This move has low endlag, and can be used to initiate combos at low percents (provided the countered move doesn't launch the opponent too high).
|dsc1name=[[Reversal Slash]]
|dsc1name=[[Reversal Slash]]
|dsc1dmg=6% (slash); 1.8× (reflection)
|dsc1dmg=6% (slash); 1.8× (reflection)
|dsc1desc=The Swordfighter performs a slash, leaving an S-shaped rainbow-colored swirl. Functions like {{SSBU|Mario}}'s cape, as the slash reflects projectiles, flips nearby opponents, and the first use cause the Swordfighter to stall in midair. The damaging hitbox comes out after the reflecting hitbox, making it necessary to be used early if used for edgeguarding.
|dsc1desc=The Swordfighter performs a slash, leaving an S-shaped rainbow-coloured swirl. The slash reflects projectiles and flips nearby opponents, similar to Mario's [[Cape]].
|dsc2name=[[Power Thrust]]
|dsc2name=[[Power Thrust]]
|dsc2dmg=15% (ground, clean sweetspot), 13% (ground, late sweetspot), 12% (ground, clean sourspot), 10% (ground, late sourspot), 13% (aerial, clean sweetspot), 11% (aerial, late sweetspot), 10% (aerial, clean sourspot), 8% (aerial, late sourspot), 7% (landing hit)
|dsc2dmg=15% (ground, clean sweetspot), 13% (ground, late sweetspot), 12% (ground, clean sourspot), 10% (ground, late sourspot), 13% (aerial, clean sweetspot), 11% (aerial, late sweetspot), 10% (aerial, clean sourspot), 8% (aerial, late sourspot), 7% (landing hit)
|dsc2desc=The Swordfighter dashes forward quickly, stabbing with the sword. When used in the air, the Swordfighter launches at a downwards diagonal direction. The Swordfighter will stop at the ledge if it is performed on the ground. Acts like [[Falcon Kick]] or [[Wizard's Foot]], though with a tipper mechanic: the tip of the sword deals more damage. Every stage of the move deals powerful knockback, especially the clean sweetspot, making it a strong KO move.
|dsc2desc=The Swordfighter dashes forward quickly, stabbing with the sword. When used in the air, the Swordfighter launches at a downwards diagonal direction. The tip of the sword deals more damage.  
|fsname=Final Edge
|fsname=Final Edge
|fsdmg=1.8% (shockwave, close), 2.4% (shockwave, mid), 3% (shockwave, far)
|fsdmg=1.7% (shockwave, close), 2.4% (shockwave, mid), 3% (shockwave, far)
|fsdesc=The Swordfighter gets into a combat stance, and then proceeds to perform a series of rapid slashes, releasing multicolored shockwaves. The shockwaves deal more damage as they reach their maximum distance. The range of the Final Smash covers all of Final Destination if used at the edge. Overall, this Final Smash acts like [[Mario Finale]], as it attempts to overwhelm opponents with its sheer number of projectiles and drag them offstage, potentially gimping them or KOing them by dragging them to the side blast lines.
|fsdesc=The Swordfighter gets into a stance, and then proceeds to perform a series of rapid slashes, releasing multicolored shockwaves. The shockwaves deal more damage as they reach their maximum distance. The range of the Final Smash covers all of Final Destination if used at the edge.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=100 | rweight=31-32
| dash=1.74 | rdash=78
| run=1.58 | rrun=66-67
| walk=1.07 | rwalk=52
| trac=0.11 | rtrac=39-47
| airfric=0.0038 | rairfric=85-86
| air=1.17 | rair=20
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.05 | raddaccel=53-64
| gravity=0.106 | rgravity=32
| fall=1.55 | rfall=53-56
| ff=2.48 | rff=51-54
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=28.3 | rjumpheight=75
| shorthop=12.3 | rshorthop=82
| djump=28.3 | rdjump=81
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mii Swordfighter English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Appears from a whirlwind similar to the appearance of [[Gale Strike]], and unsheathes their sword.
*Appears from a whirlwind and unsheathes his sword.
<gallery>
SwordfighterOnScreenAppearanceSSBU.gif|Mii Swordfighter's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt|Taunts]]===
*'''Up taunt''': Whilst spinning, throws their sword upwards, which twirls in the air, then catches it and transitions into a defensive pose. If done repeatedly, the Swordfighter will slowly shift backward.
*'''Up taunt:''' Throws his sword upwards, which twirls in the air, then catches it and transitions into a defensive pose. If done repeatedly, the Swordfighter will slowly shift backwards.
*'''Side taunt''': Spins their sword with a flourish before taking a stance, holding their sword in a reverse grip behind them.
*'''Side taunt:''' Spins his sword with a flourish before taking a stance, holding his sword in a reverse grip behind him.
*'''Down taunt''': Poses with their sword facing upwards while balancing on one foot. Based on {{SSBU|Link}}'s down taunt.
*'''Down taunt:''' Poses with his sword facing upwards. Based on {{SSBU|Link}}'s down taunt.
<gallery>
SSBUMiiSwordfighterTaunt1.gif|Mii Swordfighter's up taunt.
SSBUMiiSwordfighterTaunt2.gif|Mii Swordfighter's side taunt.
SSBUMiiSwordfighterTaunt3.gif|Mii Swordfighter's down taunt.
</gallery>
 
===[[Idle pose]]s===
*Point their sword towards the sky. Based off a recurring pose for most sword users in ''Smash Bros.''
*Looks around cautiously.
<gallery>
SSBUMiiSwordfighterIdle1.gif|Mii Swordfighter's first idle pose.
SSBUMiiSwordfighterIdle2.gif|Mii Swordfighter's second idle pose.
</gallery>
 
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Mii Cheer English SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSBU.ogg|center]]||[[File:Mii Cheer Italian SSBU.ogg|center]]||[[File:Mii Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Raises their sword while spinning twice on one foot, performing a flourish. Afterward, they briefly enter into a one-handed inside stance before thrusting the sword outwards.
*Throws sword up while spinning, then points it in front.
*'''Up:''' Drops from the sky, plunging their sword into the ground. They then remove it whilst performing a flourishing spin, which is followed by an inverted roundhouse kick and poses with their sword pointing outwards.
*Drops from the sky, spins and poses.
*'''Right:''' Performs a low-angled inwards slash, jumps up while spinning twice, and then does a low-angled outwards slash upon landing. Afterward, they bring their sword up towards their body and then poses with it lowered.
*Stabs multiple times, then spins and poses, facing the screen.
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
<gallery>
<gallery>
MiiSwordfighterVictory1SSBU.gif
MiiSwordfighterVictoryPose1SSBU.gif
MiiSwordfighterVictory2SSBU.gif
MiiSwordfighterVictoryPose2SSBU.gif
MiiSwordfighterVictory3SSBU.gif
MiiSwordfighterVictoryPose3SSBU.gif
</gallery>
</gallery>
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Mii Swordfighter players (SSBU)]]''
*{{Sm|Anonymous Moniker|USA}} - The best solo-Mii Swordfighter player in the early metagame, with notable regional performances such as 3rd at {{Trn|Smash Out 2018}} over {{Sm|yeti}}, 9th at {{Trn|Midwest Mayhem Ultimate}} over {{Sm|varun}}, and 13th at {{Trn|Combo Breaker 2019}}; these performances remain some of the best solo-Mii Swordfighter results despite only taking place in the game's first few months.
*{{Sm|Myollnir|France}} - Although he rarely competes, his 9th-place finish at {{Trn|Temple: Hermès Edition}} defeating {{Sm|Oryon}} and {{Sm|Neeroz}} remains the best solo-Mii Swordfighter performance of all-time and stands as one of the only few notable results seen with the character in the post-pandemic metagame.
===Tier placement and history===
In the early metagame of ''Super Smash Bros. Ultimate'', many people have realized that the Mii Swordfighter had great potential to be a viable character due to having stronger frame data (with their aerials having the most notable change), better combo tools than the previous game, and a stronger set of kill confirms their moveset. This overall led to being considered a high-tier character at best, being the strongest of the Mii Fighters.
As the meta advanced, opinions Mii Swordfighter's viability went down considerably. Players believed that while they have a strong set of kill confirms and projectiles, Mii Swordfighter possessed one of the worst, if not the worst disjoints in the game, a below average speed for a swordfighter, and lackluster throws aside from down throw, causing them to struggle against characters with a rushdown playstyle or significantly better disjoints. This is reflected in Mii Swordfighter's nonexistent playerbase: although Mii Swordfighter saw some success from {{Sm|Anonymous Moniker}} in the early metagame, {{Sm|Myollnir}} in 2021, and as an online character/occasional offline pocket from {{Sm|Miya|p=Honshu}} in 2024; Mii Swordfighter remains one of the least represented characters in the metagame, ranking at or near the bottom in terms of representation since 2021. This low representation and poor reception is reflected in Mii Swordfighter's placements on the first two tier lists, where the character was ranked 78th on the first list as a low tier and 76th on the second list in the D- tier.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-52MiiSwordfighter.jpg|thumb|Finding Mii Swordfighter in World of Light|left]]
Although the Mii Swordfighter does not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although the Mii Swordfighter does not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


In the mode itself, the default Mii Swordfighter can be fought in the small town square where [[List of spirits (Animal Crossing series)|Timmy and]] [[Master spirit|Tommy's]] is located, north-northeast of the first crossroads.
In the mode itself, Mii Swordfighter can be fought in the small town square where Timmy and Tommy's is located, north-northeast of the first crossroads.


Defeating Mii Swordfighter automatically adds the default Mii Swordfighter under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Swordfighters are usable. This Mii cannot be restored if deleted.
Defeating Mii Swordfighter automatically adds the default Mii Swordfighter under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Swordfighters are usable. Cannot be restored if deleted.
{{clrl}}


===Fighter Battle===
==[[Spirit]]s==
{|class="wikitable" style="width:100%;"
Mii Swordfighter's Fighter Spirit is available periodically for purchase in the shop for 500 coins. Unlocking Mii Swordfighter in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the Spirit for Mii Swordfighter only uses his artwork from ''Ultimate''.
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|52
|[[File:Mii Swordfighter SSBU.png|center|64x64px]]
|Mii Swordfighter
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|3,300
|{{SSBU|Final Destination}}
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
{{clr}}
 
==[[Spirit]]==
Mii Swordfighter's fighter spirit is available periodically for purchase in the shop for 300 Gold, but only if the player has a Mii Swordfighter. Unlocking Mii Swordfighter in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for Mii Swordfighter only uses the default Swordfighter's artwork from ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Mii Swordfighter.png|1,091. '''Mii Swordfighter'''
Mii Swordfighter SSBU.png|1,091. '''Mii Swordfighter'''
</gallery>
</gallery>
</center>
</center>
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|26
|{{SpiritTableName|Flying Squirrel Toad|customname=Flying Squirrel [[Toad]]|size=64}}
|''Super Mario'' Series
|•Tail {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Super Mushroom Hat, Monkey Suit, High Voice Type 8)
|{{SpiritType|Grab}}
|3,700
|[[Mushroom Kingdom U]] ([[Ω form]])
|N/A
|•The enemy favors down specials in the air<br>•The enemy has increased jump power
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|
|-
|548
|{{SpiritTableName|Hoopa (Confined)|size=64}}
|''Pokémon'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Hero's Spin|3]][[Reversal Slash|2]], Devil Horns, Standard Outfit, Black Outfit Color)
|{{SpiritType|Grab}}
|3,600
|[[Kalos Pokémon League]] (hazards off)
|•Item: [[Boomerang]]
|•The enemy favors side specials<br>•The enemy starts the battle with a [[Super Launch Star]]
|{{SSBUMusicLink|Pokémon|Battle! (Team Flare)}}
|
|-
|664
|{{SpiritTableName|Zelgius|iw=fireemblem|size=64}}
|''Fire Emblem'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (160 HP) (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Stone Scabbard|1]][[Blade Counter|1]], Black Knight Helm, Black Knight Armor, Low Voice Type 5)
|{{SpiritType|Attack}}
|9,700
|[[Castle Siege]] (hazards off)
|N/A
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|Black Knight
|-
|723
|{{SpiritTableName|Viridi|link=y|size=64}}
|''Kid Icarus'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Hero's Spin|3]][[Reversal Slash|2]], Viridi Wig, Viridi Outfit, High Voice Type 6)<br>•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Attack}}
|13,700
|[[Reset Bomb Forest]]
|N/A
|•Defeat the main fighter to win<br>•The enemy's special moves have increased power<br>•Timed battle (0:55)
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|
|-
|739
|{{SpiritTableName|Ashley|link=y|size=64}}
|''WarioWare'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Skyward Slash Dash|2]][[Reversal Slash|2]], Ashley Wig, Ashley Outfit, High Voice Type 8)<br>•Tiny {{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|13,700
|[[WarioWare, Inc.]]
|•Assist Trophy Enemies (Ashley)<br>•Hazard: Left Is Right, Right Is Left
|•Left and right controls will suddenly reverse<br>•Hostile assist trophies will appear<br>•Magic attacks aren't as effective against the enemy
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|
|-
|956
|{{SpiritTableName|Dunban|link=y|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Dunban Wig, Dunban Outfit, High Voice Type 1)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|9,200
|[[Gaur Plain]]
|•Sudden Final Smash
|•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy's melee weapons have increased power
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}}
|
|-
|1,079
|{{SpiritTableName|Sebastian Tute|size=64}}
|''Wii Music''
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Prince's Crown, Butler Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Saki Amamiya Wig, Steampunk Getup)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Feint Jump|2]], Isaac Wig, Toy-Con Outfit)
|{{SpiritType|Grab}}
|8,900
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls ([[Meloetta]])<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|
|-
|1,128
|{{SpiritTableName|Takamaru|link=y|size=64}}
|''The Mysterious Murasame Castle''
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Takamaru Wig, Takamaru Outfit, Low Voice Type 1)
|{{SpiritType|Attack}}
|9,200
|[[Suzaku Castle]] ([[Battlefield form]])
|•Assist Trophy Enemies (Takamaru)<br>•Item: Swords
|•The enemy's melee weapons have increased power<br>•Hostile assist trophies will appear when the enemy's at high damage<br>•The enemy has increased move speed
|{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}}
|
|-
|1,153
|{{SpiritTableName|Lip|link=y|size=64}}
|''Panel de Pon'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Reversal Slash|2]], Lip Wig, Lip Outfit, High Voice Type 4)<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|9,200
|[[Garden of Hope]] (hazards off)
|•Flowery<br>•Item: [[Lip's Stick]]
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy starts the battle with a Lip's Stick
|{{SSBUMusicLink|Other|Lip's Theme - Panel de Pon}}
|
|-
|1,168
|{{SpiritTableName|Isaac|link=y|size=64}}
|''Golden Sun'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Reversal Slash|2]], Isaac Wig, Isaac's Outfit, High Voice Type 1)<br>•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|8,900
|[[Wuhu Island]] (Swaying Bridge)
|•Assist Trophy Enemies (Isaac)
|•The enemy's magic attacks have increased power<br>•Hostile assist trophies will appear<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}}
|
|-
|1,219
|{{SpiritTableName|Elite Beat Agents|size=64}}
|''Elite Beat Agents'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}}×3 (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], None, Business Suit)
|{{SpiritType|Shield}}
|3,700
|[[Saffron City]] (hazards off)
|•Attack Power ↑
|•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Sonic The Hedgehog|Escape from the City}}
|
|-
|1,237
|{{SpiritTableName|Vince|link=y|size=64}}
|''Art Academy'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Reversal Slash|2]], Vince's Hat, Vince's Outfit, Low Voice Type 11)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Shield}}
|3,500
|[[PictoChat 2]]
|•Assist Trophy Enemies (Vince)
|•Hostile assist trophies will appear<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Swan Lesson}}
|
|-
|1,340
|{{SpiritTableName|Mumbo Jumbo|size=64}}
|''Banjo-Kazooie'' Series
|•Gold {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Hero's Spin|3]][[Blade Counter|1]], Skull Kid's Hat, Ashley Outfit)<br>•Giant Gold {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px}} (JP/CH/KR)
|{{SpiritType|Grab}}
|9,500
|[[Jungle Japes]] (hazards off)
|•Flowery
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy favors air attacks
|{{SSBUMusicLink|Banjo-Kazooie|Mumbo's Mountain}}
|
|-
|1,364
|{{SpiritTableName|Haohmaru|size=64}}
|''SAMURAI SHODOWN'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (160 HP) (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Hero's Spin|3]][[Blade Counter|1]], Takamaru Wig, Takamaru Outfit)
|{{SpiritType|Attack}}
|9,500
|[[Gerudo Valley]] (hazards off)
|•Attack Power ↑<br>•Item: Swords
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Fatal Fury|Gaia - SAMURAI SHODOWN}}
|
|-
|rowspan="2"|1,401
|{{SpiritTableName|King Dice|size=64|dlcalt=y}}
|rowspan="2"|''Cuphead''
|rowspan="2"|•Giant {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Stone Scabbard|1]][[Blade Counter|1]],Chibi-Robo Hat, Butler Outfit)<br>•Tiny {{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}}×6
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|2,300
|rowspan="2"|[[WarioWare, Inc.]]
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy has super armor but moves slower
|{{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}
|
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,442
|{{SpiritTableName|Aerith|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|7,500
|rowspan="2"|[[Fountain of Dreams]]
|rowspan="2"|•Health Recovery
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is healed after a little while
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Aerith's outfit, Normal Voice Type 6)<ref group="SB" name="DLC"/><br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|-
|1,456
|{{SpiritTableName|Seth & Gloria|size=64}}
|''Bravely Default'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset: [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Chrom Wig, Dunban Outfit)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|9,400
|[[Delfino Plaza]] (Large Island)
|•Health Recovery<br>•Defense ↑<br>•Item: Swords
|•The enemy has increased defense after a little while<br>•The enemy is healed when the enemy's at high damage<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Other|Jergingha - Planet Destruction Form}}
|Seth
|-
|rowspan="2"|1,467
|{{SpiritTableName|Arthur|size=64|dlcalt=y}}
|rowspan="2"|''Ghosts 'n Goblins'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Black Knight Helm, Black Knight Armor)<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|9,500
|rowspan="2"|[[Spear Pillar]] ([[Battlefield form]])
|rowspan="2"|•Item: Throwing Types
|rowspan="2"|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|rowspan="2"|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Arthur's Helm, Arthur's Armor)<ref group="SB" name="DLC"/><br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|-
|1,484
|{{SpiritTableName|Yoshimitsu|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (200 HP) (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Stone Scabbard|1]][[Reversal Slash|2]], Bionic Helmet, Black Ninja Suit)
|{{SpiritType|Attack}}
|3,900
|[[Suzaku Castle]] ([[Ω form]])
|•Health Recovery<br>•Sudden Damage
|•All fighters take serious damage after a little while<br>•[[Stamina battle]]<br>•The enemy loves to taunt
|{{SSBUMusicLink|Tekken|Into Nirvana}}
|
|-
|rowspan="2"|1,494
|{{SpiritTableName|Travis Touchdown|size=64|link=y|dlcalt=y}}
|rowspan="2"|''No More Heroes'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Reversal Slash|2]], Captain Falcon Helmet, Black SSB T-Shirt)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|3,700
|rowspan="2"|[[Big Blue]] ([[Battlefield form]])
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy favors special moves<br>•Reinforcements will appear during the battle
|rowspan="2"|{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}
|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Reversal Slash|2]], Travis Wig, Travis Outfit)<ref group="SB" name="DLC"/><br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}
|}
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|43
|{{SpiritTableName|Shy Guy|link=y|size=64}}
|''Super Mario'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•Tail {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Hero's Spin|3]][[Reversal Slash|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
|{{SpiritType|Neutral}}
|1,500
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|•Item: Throwing Types
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|Shy Guy
|-
|1,080
|{{SpiritTableName|Party Phil|size=64}}
|''Wii Party'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Top Hat, Standard Outfit)
|{{SpiritType|Shield}}
|8,800
|[[WarioWare, Inc.]] ([[Battlefield form]])
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|Mii
|-
|1,085
|{{SpiritTableName|Shinobu|size=64}}
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Nia Wig, Ninja Suit)
|{{SpiritType|Grab}}
|1,500
|[[Golden Plains]] (hazards off)
|•Item: [[Bullet Bill]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Boss 1 - Sakura Samurai: Art of the Sword}}
|Mii
|-
|1,086
|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•Curry {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Super Mushroom Hat, Standard Outfit, Normal Voice Type 7)
|{{SpiritType|Shield}}
|1,500
|[[Onett]] ([[Battlefield form]])
|•Item: [[Food]]
|•Defeat the main fighter to win<br>•The enemy becomes more powerful after eating<br>•The enemy breathes fire
|{{SSBUMusicLink|Other|Personal Trainer: Cooking}}
|Mii
|-
|1,094
|{{SpiritTableName|Smash Ball|link=y|size=64}}
|''Super Smash Bros.'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt, Low Voice 9)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Flame Pillar|1]][[Lunar Launch|1]][[Absorbing Vortex|3]], SSB T-shirt, High Voice 2)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|3]][[Hero's Spin|3]][[Reversal Slash|2]], SSB T-shirt, Normal Voice 5)
|{{SpiritType|Grab}}
|9,600
|{{SSBU|Final Destination}} ([[Battlefield form]])
|•Sudden Final Smash<br>•Item: [[Food]]
|•Survive until the timer runs out (1:30)<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|Mii Swordfighter
|-
|1,260
|{{SpiritTableName|Nikki|link=y|size=64}}
|''Swapnote'' Series {{Flag|North America}}<br>''Nintendo Letter Box'' Series {{Flag|PAL}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
|{{SpiritType|Grab}}
|8,900
|[[PictoChat 2]] ([[Ω form]])
|•Assist Trophy Enemies (Nikki)
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Mii Plaza}}
|Nikki (Swordfighter)
|-
|1,413
|{{SpiritTableName|Hawkeye & Riesz|size=64}}
|''Mana'' Series
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Peach's Crown, Green Pirate Outfit, Type 4 Normal voice)
|{{SpiritType|Grab}}
|9,600
|[[Great Bay]] (hazards off)
|•Earthquake
|•Timed battle (1:30)<br>•Periodic earthquakes will shake the stage<br>•The enemy favors special moves
|{{SSBUMusicLink|Other|Dawn in the Desert}}
|Riesz
|-
|1,448
|{{SpiritTableName|The Turks & Rufus Shinra|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}}×2 (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Absorbing Vortex|3]], Business Suit - White)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Business Suit - White)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Business Suit - White)
|{{SpiritType|Grab}}
|7,700
|[[Fourside]] ([[Battlefield form]])
|•Item: Exploding Types
|•Reinforcements will appear after an enemy is KO'd<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Reno
|-
|1,455
|{{SpiritTableName|Master Kohga|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Orange}}<br>•Giant {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Yiga Clan Mask, Yiga Clan Outfit)
|{{SpiritType|Attack}}
|3,400
|[[Suzaku Castle]] ([[Battlefield form]])
|•Item: [[Banana Peel]]
|•Defeat the main fighter to win<br>•The enemy favors neutral specials<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|The Legend of Zelda|Woodlands - The Legend of Zelda: Tri Force Heroes}}
|{{iw|zeldawiki|Sooga}}
|-
|rowspan="2"|1,469
|{{SpiritTableName|Palamute|size=64|dlcalt=y}}
|rowspan="2"|''MONSTER HUNTER'' Series
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Ninja Headband, Black Ninja Suit)
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|3,400
|rowspan="2"|[[Gaur Plain]] (hazards off)
|rowspan="2"|•Move Speed ↑
|rowspan="2"|•The enemy has increased move speed when the enemy's at high damage<br>•The enemy favors dash attacks<br>•The enemy starts the battle with a Killing Edge
|rowspan="2"|{{SSBUMusicLink|Other|Proof of a Hero ~ 4Version}}
|rowspan="2"|Monster Hunter
|-
|style="background-color:#EEE;"|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Hunter's Helm, Hunter's Mail)<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,487
|{{SpiritTableName|Razewing Ratha|size=64|dlcalt=y}}
|rowspan="2"|''MONSTER HUNTER'' Series
|•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Ninja Headband, Brown Standard Outfit)
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|9,500
|rowspan="2"|[[Gaur Plain]] ([[Battlefield form]])
|rowspan="2"|•Attack Power ↑
|rowspan="2"|•The enemy has increased attack power after a little while
|rowspan="2"|{{SSBUMusicLink|Other|Proof of a Hero ~ 4Version}}
|rowspan="2"|Monster Hunter (Leo)
|-
|style="background-color:#EEE;"|•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Rathalos Helm, Rathalos Mail)<ref group="SB" name="DLC"/>
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>
==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
{{main|Alternate costume (SSBU)/Mii Fighter}}


==Gallery==
==Gallery==
<gallery>
<gallery>
SSBU Mii Fighter Number.png|Mii Swordfighter in Mii Fighters' fighter card.
SSBU Mii Fighter Number.png|Mii Swordfighter in Mii Fighters' fighter card.
Mii Swordfighter unlock notice SSBU.jpg|Mii Swordfighter's unlock notice when obtaining them in [[World of Light]].
SSBUWebsiteMiiFighter1.jpg|Mii Swordfighter [[taunting]] on [[Battlefield (SSBU)|Battlefield]].
SSBUWebsiteMiiFighter1.jpg|Mii Swordfighter [[taunting]] on [[Battlefield (SSBU)|Battlefield]].
SSBUWebsiteMiiFighter2.jpg|Mii Swordfighter striking {{SSBU|Villager}} with his dash attack on [[Hyrule Castle]].
SSBUWebsiteMiiFighter2.jpg|Mii Swordfighter striking {{SSBU|Villager}} with his dash attack on [[Hyrule Castle]].
Line 794: Line 330:
SSBUWebsiteMiiFighter6.jpg|Mii Swordfighter [[shielding]] on {{SSB4|Mario Circuit}}.
SSBUWebsiteMiiFighter6.jpg|Mii Swordfighter [[shielding]] on {{SSB4|Mario Circuit}}.
</gallery>
</gallery>
===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=qdSKO-mc2n8}}
{{#widget:YouTube|id=qdSKO-mc2n8}}
==Trivia==
*Compared to the other Miis:
**The Mii Swordfighter has a purple background effect when using a Final Smash (similar to {{SSBU|Dark Pit}}'s background effect) as opposed to having a blue effect.
**They use different [[Victory pose]]s in team battles.
**They have the most Spirit Battles involving Legend spirits (that being 2 battles).
**They have the lowest jump height and no wall jump.
*The Mii Swordfighter is the first swordfighter that possesses a reflector, in this case, [[Reversal Slash]]; after them is {{SSBU|Hero}}, who has Bounce as one of his [[Command Selection]] spells, and {{SSBU|Sora}}, whose [[Counterattack]] special can reflect projectiles in addition to its normal use.
*Like in ''Smash 4'', all of the Mii Swordfighter's chargeable special moves share the same charging sound.
*The Mii Swordfighter is one of the three characters to share the same down [[taunt]] pose, the other two being {{SSBU|Link}} and {{SSBU|Lucario}}.
*Mii Swordfighter’s pose in the group artwork for ''Ultimate'' resembles the third hit of its [[forward aerial]].
*As in the previous game, the Swordfighter's sword trails will change with the equipped costume, but with more variance in the different trails. Most generic outfits give the sword blue-and-white trails as it is swung, and costumes based on certain characters will often change to match the sword's color. The Lloyd, Dante, Black Knight, and Persona Protagonist costumes give unique trails that are different from the sword's color.
*When {{SSBU|Kirby}} {{b|inhale|Kirby}}s the Mii Swordfighter, the appearance of the sword Kirby uses is retained from the default Mii Swordfighter outfit from ''[[Super Smash Bros. 4]]''.


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Smash universe}}
{{Smash universe}}
[[Category:Mii Fighter (SSBU)| ]]
[[Category:Mii Fighter (SSBU)]]
[[Category:Mii Swordfighter (SSBU)| ]]
[[Category:Mii Swordfighter (SSBU)]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Espadachín Mii (SSBU)]]

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