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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]
|tier = D-
|ranking = 76
}}
}}
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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 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]].


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, 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.


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.
==Attributes==


==Attributes==
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, semi-heavyweight fighter, being heavy 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).
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.
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.


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.
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 down tilt and forward tilt and forward tilt are more geared towards spacing and poking.


Alongside their potent aerials and tilts are a set of powerful smash attacks and specials. While forward and up smash are both relatively laggy, they both boast a considerable amount of KO power and the same can be said for Blurring Blade and Power Thrust, the former which can KO at extremely low percents when fully charged at the edge of Final Destination.
Alongside their potent aerials and tilts are a set of powerful smash attacks and specials. While forward and up smash are both relatively laggy, they both boast a considerable amount of KO power and the same can be said for Blurring Blade and Power Thrust, the former which can KO at extremely low percents when fully charged at the edge of Final Destination.
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Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. As in ''[[SSB4]]'', Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. Skyward Slash Dash is a move similar to that of [[Fire Fox]] (with a difference being that it is disjointed), allowing the Mii Swordfighter to have both increased distance and a trajectory that can mix up edgeguarding opponents.
Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. As in ''[[SSB4]]'', Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. Skyward Slash Dash is a move similar to that of [[Fire Fox]] (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, in spite of the variety of strengths that the Mii Swordfighter has, they are not without their weaknesses. For a swordfighter, they have one of the (if not the) worst disjoints in the game. Many of their swift normals simply have a lack of range in comparison to other swordfighters such as Lucina and Ike. Additionally, as mentioned before, their mobility is also very lackluster compared to other disjoint users given their average dashing/walking and air acceleration speeds, which makes it difficult for them to keep up with faster, rushdown-based characters (i.e. Sonic). While many of their specials have some form of use, there are a few that provide utility that's considered to be overshadowed compared to other specials, such as Gale Stab, which has trouble snapping to the ledge and has limited KO power and damage unless charged; and Blurring Blade, which suffers from being completely unsafe on shield, having to be charged to gain its high power, and not only sacrificing the use of two great projectiles to be used, but also having limited range itself. While Airborne Assault provides great recovery and sports surprising KO power, its "detection hitbox" mechanic means it will always lose hitbox trades and sometimes even miss opponents it should have hit, as well as being unsafe on shield, limiting its use to reading defensive options or poor aerial approaches, as well as situationally hitting ledge-hanging characters.
However, in spite of the variety of strengths that the Mii Swordfighter has, they are not without their weaknesses. For a swordfighter, they have one of (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.


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.
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.


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.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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.
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 how their moves behave. While their changes are not as drastic as the {{SSBU|Mii Brawler}} (who received four entirely new special moves), the Swordfighter has received an abundance of buffs (possibly as a result for being the lowest ranked Mii and newcomer in ''Super Smash Bros. 4''). 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]], [[walk]] speed, [[run]] speed). As a result, the Swordfighter's role as the middle-ground Mii Fighter has been reinforced.
 
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 three times in front). However, the Swordfighter's aerial attacks have been given lowered lag due to the universal reduction of [[landing lag]], patching up the Swordfighter's notorious lag issues in ''SSB4''. As a result, the Swordfighter arguably benefits the most from universal changes (in comparison to the other Mii Fighters), as many of their aerials can now start true combos and function as safe landing options, which is additionally beneficial due to their use of a [[disjoint]]ed weapon.
 
The biggest changes come from the Swordfighter's [[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) giving the Swordfighter an abundance of powerful damage racking, KO options and fixing another of their former weaknesses.
 
The Swordfighter now has access to extremely effective combo starters courtesy of changes to their [[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 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.


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.
Finally, due to the changes to their specials, the Swordfighter's previously mediocre default moveset has been addressed with buffs, allowing them to function just as effectively with their default moveset. Alongside the buffed Gale Strike, [[Stone Scabbard]] functions much better for recovery and is capable of KOing, [[Airborne Assault]] now gives the Swordfighter a half-second window to prevent [[helpless]]ness and deals more knockback, and [[Blade Counter]] can now initiate combos at low percents, or KO effectively due to its vertical angle.


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.
However, the Mii Swordfighter is not without its nerfs. Like the other Miis, they now have set attributes, which make them easier to learn when playing against them. Their set attributes also make their mobility, despite being buffed overall, average while still being mediocre compared to most other swordfighters. However, their biggest nerf(s) are their decreased hitbox sizes for some of their default moveset. While other moves had their hitbox sizes increased, there are not as many 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.


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.
The Mii Swordfighter still retains some other glaring weaknesses, including below-average frame data for many of their ground moves, and extremely weak throws, 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).


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.  
Because of the slew of buffs to their neutral and special moves, the Mii Swordfighter is now far more flexible and the usage of Chakram and Gale Strike allows them to have a more rushdown-oriented or zoner playstyle.


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.
Overall, the Mii Swordfighter's numerous buffs heavily outweigh their nerfs, making them much more effective than in ''Smash 4''; the Swordfighter has attained surprisingly decent representation in the early metagame as a result of this and is arguably the strongest of the 3 Mii Fighters. However, the Swordfighter's viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined.


{{SSB4 to SSBU changelist|char=Mii Swordfighter}}
{{SSB4 to SSBU changelist|char=Mii Swordfighter}}
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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.
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.
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 his 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.
Despite receiving more nerfs than buffs, Mii Swordfighter's nerfs have not proven to be very significant due to most of them being universal, leaving them essentially as the same character as they were at launch.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Swordfighter}}
{{UpdateList (SSBU)/11.0.0|char=Mii Swordfighter}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Swordfighter}}


==Moveset==
==Moveset==
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|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 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.
|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. Has decent range and can function as a KO option near the sides of the stage at very high percents.
|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. 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.
|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, especially with forward aerial, though it has a very low hitbox duration.
|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. Does good knockback, but has noticeable ending lag.
|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, performs a two-handed downward slash. 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 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.
|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. 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.
|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. 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.
|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 due to its reach and quick startup, allowing it to wall out approaches.
|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. 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.
|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. 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.
|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. 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.
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|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 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, 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.
|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)
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|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, 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.
|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 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.
|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, 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. Unlike most moves of its kind, the Swordfighter is unable to snap to ledges until some time after the hitboxes conclude, making it risky to aim for ledges while recovering as it will lead to a [[self-destruct]].
|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 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.
|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. 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.
|usc1name=[[Skyward Slash Dash]]
|usc1name=[[Skyward Slash Dash]]
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|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 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.
|dsdefname=Blade Counter
|dsdefname=Blade Counter
|dsdefdmg=1.5× (minimum 8%)
|dsdefdmg=1.5× (minimum 8%)
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|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 Swordfighter will stop at the ledge if it is performed on the ground. Acts like [[Falcon Kick]] or [[Warlock Kick]], 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.
|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 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.
}}
}}
===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]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''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:''' 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 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 their sword with a flourish before taking a stance, holding their sword in a reverse grip behind them.
*'''Down taunt''': Poses with their sword facing upwards while balancing on one foot. Based on {{SSBU|Link}}'s down taunt.
*'''Down taunt:''' Poses with their sword facing upwards while balancing on one foot. Based on {{SSBU|Link}}'s down taunt.
<gallery>
<gallery>
SSBUMiiSwordfighterTaunt1.gif|Mii Swordfighter's up taunt.
SSBUMiiSwordfighterTaunt1.gif|Mii Swordfighter's up taunt.
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</gallery>
</gallery>


==In [[competitive play]]==
==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)]]''
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.


*{{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.
However, as the meta advanced, the viewpoint on the Mii Swordfighter's opinion has gone down considerably from release. Pros such as {{sm|ESAM}} and {{sm|ZeRo}} have come to believe that while they have a strong set of kill confirms and projectiles, they possess one of, if not the worst disjoint in the game, a below average speed for a swordfighter, lackluster throws aside from down throw, and struggle against rushdown and characters with significantly better disjoints such as {{SSBU|Cloud}}, {{SSBU|Lucina}}, and {{SSBU|Roy}}. Despite this, their strengths and results in competitive play have still been well demonstrated, thanks to players such as {{sm|Anonymous Moniker}} and {{sm|Tsu}}, and as a result has been considered a mid tier character, though this opinion may change as the other Miis have been seeing better success, potentially leaving Mii Swordfighter as the worst of the three Mii Fighters. This opinion, however, is still debatable.
*{{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===
===Notable players===
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.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
 
''See also: [[:Category:Mii Swordfighter professionals (SSBU)]]''
====Active====
*{{Sm|Anonymous Moniker|USA}} - The best solo Mii Swordfighter player in the world. Placed 3rd at {{Trn|NEW GAME PLUS: The ULTIMATE Overnight Experience}}, 9th at {{Trn|Midwest Mayhem Ultimate}}, and 13th at {{Trn|Combo Breaker 2019}}. Ranked 9th on the [[Wisconsin Power Rankings#Super Smash Bros. Ultimate|Wisconsin Smash Ultimate Power Rankings]]. Has defeated {{Sm|varun}}, {{Sm|Panda Bair}}, {{Sm|Bushi}}, and {{Sm|Drystan}}.
*{{Sm|Hindsight|USA}} - Placed 13th at both {{Trn|MONZA Ignition Speed Festival}} and {{Trn|Overclocked Ultimate III}}. Has wins over {{Sm|Light|p=Connecticut}} and {{Sm|Raffi-X}} and is ranked 10th on the [[Connecticut Power Rankings]].
*{{Sm|konbu|Japan}} - Uses Mii Swordfighter as a secondary and is considered one of the best Mii Swordfighter players in Japan. Placed 1st at {{Trn|TSC 12}} and 9th at {{Trn|POP-OFF}} in conjunction with both {{SSBU|Roy}} and {{SSBU|Chrom}}.
*{{Sm|LynZle|South Korea}} - Co-mains Mii Swordfighter with Joker. Placed 4th at {{Trn|Seoul Smash X}}, 9th at {{Trn|Uprising 2019}}, and 33rd at {{Trn|Sumabato SP 5}}.
*{{Sm|Pokecheese|Canada}} - Placed 13th at {{Trn|Rising Stars at EGLX 2019}} and 25th at {{Trn|Get On My Level 2019}} with wins over {{Sm|Jw}} and {{Sm|V115}}. Ranked 10th on the [[Ontario Power Rankings]].
*{{Sm|Tsu|Japan}} - One of the best Mii Swordfighter players in the world. Placed 4th at {{Trn|The Kid, the Goat, and the Mang0}}, 5th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|Just Roll With It! 11}} using Mii Swordfighter as one of his characters. Defeated {{Sm|Kirihara}} with the character.
*{{Sm|Vilxs|Spain}} - Placed 7th at {{Trn|Safe On Shield 1}} and 9th at both {{Trn|Codec Call 3}} and {{Trn|Codec Call 4}}.
*{{Sm|Yoi|Japan}} - One of best Mii Swordfighter players in Japan. Placed 97th at {{Trn|EVO Japan 2020}}. Has wins over {{Sm|Lickey}} and {{Sm|kisa}}.


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.
====Inactive====
*{{Sm|Kantrip|Canada}} - Placed 17th at both {{Trn|The Pinnacle 2018}} and {{Trn|Battle of BC 3}}, and 33rd at {{Trn|Don't Park on the Grass 2018}} with solo Mii Swordfighter. Dropped Mii Swordfighter in favor of {{SSBU|Diddy Kong}}.
*{{Sm|Ntarps|USA}} - The best Mii Swordfighter player in New England before switching to {{SSBU|Simon}}. Placed 7th at {{Trn|Return to Subspace 2}}. Was ranked 14th on the [[Massachusetts Smash Ultimate Power Rankings]] when playing the character.
*{{Sm|Steve From Accounting|Canada}} - Placed 33rd at {{Trn|Get On My Level 2019}}. Dropped Mii Swordfighter for {{SSBU|R.O.B.}}.
*{{Sm|ttv/mTrick|USA}} - Placed 7th at {{Trn|LVL Up Expo 2019}} before switching to {{SSBU|Ridley}}.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
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|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|3,300
|3,300
|{{SSBU|Final Destination}}
|[[Final Destination]]
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[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''.
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 the default Swordfighter's artwork from ''Ultimate''.


<center>
<center>
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 372: Line 355:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|26
|26
Line 384: Line 366:
|•The enemy favors down specials in the air<br>•The enemy has increased jump power
|•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}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|
|-
|-
|548
|548
Line 396: Line 377:
|•The enemy favors side specials<br>•The enemy starts the battle with a [[Super Launch Star]]
|•The enemy favors side specials<br>•The enemy starts the battle with a [[Super Launch Star]]
|{{SSBUMusicLink|Pokémon|Battle! (Team Flare)}}
|{{SSBUMusicLink|Pokémon|Battle! (Team Flare)}}
|
|-
|-
|664
|664
Line 408: Line 388:
|•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]]
|•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}}
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|Black Knight
|-
|-
|723
|723
Line 420: Line 399:
|•Defeat the main fighter to win<br>•The enemy's special moves have increased power<br>•Timed battle (0:55)
|•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}}
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|
|-
|-
|739
|739
Line 432: Line 410:
|•Left and right controls will suddenly reverse<br>•Hostile assist trophies will appear<br>•Magic attacks aren't as effective against the enemy
|•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}}
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|
|-
|-
|956
|956
Line 444: Line 421:
|•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy's melee weapons have increased power
|•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}}
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}}
|
|-
|-
|1,079
|1,079
Line 456: Line 432:
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls ([[Meloetta]])<br>•Reinforcements will appear during the battle
|•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}}
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|
|-
|-
|1,128
|1,128
Line 468: Line 443:
|•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
|•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}}
|{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}}
|
|-
|-
|1,153
|1,153
Line 480: Line 454:
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy starts the battle with a 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}}
|{{SSBUMusicLink|Other|Lip's Theme - Panel de Pon}}
|
|-
|-
|1,168
|1,168
Line 492: Line 465:
|•The enemy's magic attacks have increased power<br>•Hostile assist trophies will appear<br>•Reinforcements will appear during the battle
|•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}}
|{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}}
|
|-
|-
|1,219
|1,219
Line 504: Line 476:
|•The enemy has increased attack power after a little while
|•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Sonic The Hedgehog|Escape from the City}}
|{{SSBUMusicLink|Sonic The Hedgehog|Escape from the City}}
|
|-
|-
|1,237
|1,237
Line 516: Line 487:
|•Hostile assist trophies will appear<br>•Reinforcements will appear during the battle
|•Hostile assist trophies will appear<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Swan Lesson}}
|{{SSBUMusicLink|Other|Swan Lesson}}
|
|-
|-
|1,340
|1,340
Line 528: Line 498:
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy favors air attacks
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy favors air attacks
|{{SSBUMusicLink|Banjo-Kazooie|Mumbo's Mountain}}
|{{SSBUMusicLink|Banjo-Kazooie|Mumbo's Mountain}}
|
|-
|-
|1,364
|1,364
Line 540: Line 509:
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Fatal Fury|Gaia - SAMURAI SHODOWN}}
|{{SSBUMusicLink|Fatal Fury|Gaia - SAMURAI SHODOWN}}
|
|-
|-
|rowspan="2"|1,401
|rowspan="2"|1,401
Line 552: Line 520:
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy has super armor but moves slower
|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)}}
|{{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}
|
|-
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
Line 566: Line 533:
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is healed after a little while
|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}}
|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}}
|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}}
Line 580: Line 546:
|•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
|•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}}
|{{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}}
|}
|}


Line 681: Line 606:
|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|''StreetPass Mii Plaza'' Series
|''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)
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>{{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}}
|{{SpiritType|Shield}}
|1,500
|1,500
Line 763: Line 688:
|-
|-
|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"/>
|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">
<references group="SB">
Line 788: Line 699:
<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]].
Mii Swordfighter unlock notice SSBU.jpg|Mii Swordfighter's unlock notice.
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 705:
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}}


Line 803: Line 714:
**They have the most Spirit Battles involving Legend spirits (that being 2 battles).
**They have the most Spirit Battles involving Legend spirits (that being 2 battles).
**They have the lowest jump height and no wall jump.
**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.
*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.
*Like in ''Smash 4'', all of the Mii Swordfighter's chargeable special moves share the same charging sound.
*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}}.
*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]].
*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}}

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