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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, [[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).
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).


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.
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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, 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.


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.
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==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]], and [[walk]] and [[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.


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.
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.


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.
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.


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.
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.


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.  
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).


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.
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'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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|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|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=Point-Blank Side Kick ({{ja|ゼロ距離サイドキック|Zero Kyori Saido Kikku}})
|fthrowdmg=3% (kick), 3% (throw)
|fthrowdmg=3% (kick), 3% (throw)
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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, 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.
|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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|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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|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 [[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.
|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
| ellag=5 | rellag=76-86
}}
===[[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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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mii Cheer English SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Italian SSB4 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]]
|[[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
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg|center]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]]
|[[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
! scope="row"|Description
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==In [[competitive play]]==
==In [[competitive play]]==
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.
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.
===Most historically significant players===
===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 -->
<!--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)]]''
''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.''


*{{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.
''See also: [[:Category:Mii Swordfighter professionals (SSBU)]]''
*{{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.
<!--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.-->


===Tier placement and history===
*{{Sm|Anonymous Moniker|USA}} - The best Mii Swordfighter player during the early metagame. Placed 13th at {{Trn|Combo Breaker 2019}}. Has defeated {{Sm|varun}}, {{Sm|Panda Bair}}, {{Sm|Bushi}}, and {{Sm|Drystan}}. Formerly ranked 15th on the [[Chicago Power Rankings]].
In the early metagame of ''Super Smash Bros. Ultimate'', many people believed that Mii Swordfighter had great potential to be a viable character due to having stronger frame data (with their aerials receiving the most notable changes), better combo tools than the previous game, and a stronger set of kill confirms. This overall led to them being considered a high-tier character at best, and they were often regarded as the strongest of the Mii Fighters.
*{{Sm|Myollnir|France}} - The best Mii Swordfighter player in the world. Placed 9th at {{Trn|Temple: Hermès Edition}}. Has wins over {{Sm|Oryon}}, {{Sm|Longo}}, and {{Sm|Leon}}.
 
*{{Sm|Pokecheese|Canada}} - Co-mains Mii Swordfighter and {{SSBU|Mii Gunner}}. Placed 13th at both {{Trn|Rising Stars at EGLX 2019}} and {{Trn|HABBY Birthday 2019}} and 25th at {{Trn|Get On My Level 2019}} with wins over {{Sm|Blacktwins}}, {{Sm|Ksev}}, and {{Sm|VZ}}. Ranked 10th on the [[Ontario Power Rankings]].
However as the meta advanced, opinions on 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, 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]]==
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|''{{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}}
{{clear}}


==[[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 300 Gold. 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>
Line 355: Line 332:
</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 373: Line 349:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|26
|26
Line 385: Line 360:
|•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 397: Line 371:
|•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 409: Line 382:
|•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 421: Line 393:
|•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 433: Line 404:
|•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 445: Line 415:
|•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 457: Line 426:
|•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 469: Line 437:
|•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 481: Line 448:
|•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 493: Line 459:
|•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 505: Line 470:
|•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 517: Line 481:
|•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 529: Line 492:
|•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 541: Line 503:
|•[[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 553: Line 514:
|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 567: Line 527:
|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 581: Line 540:
|•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
|rowspan="2"|1,467
Line 593: Line 551:
|rowspan="2"|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|rowspan="2"|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|rowspan="2"|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|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}}
|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}}
Line 607: Line 564:
|•All fighters take serious damage after a little while<br>•[[Stamina battle]]<br>•The enemy loves to taunt
|•All fighters take serious damage after a little while<br>•[[Stamina battle]]<br>•The enemy loves to taunt
|{{SSBUMusicLink|Tekken|Into Nirvana}}
|{{SSBUMusicLink|Tekken|Into Nirvana}}
|
|-
|-
|rowspan="2"|1,494
|rowspan="2"|1,494
|{{SpiritTableName|Travis Touchdown|size=64|link=y|dlcalt=y}}
|{{SpiritTableName|Travis Touchdown|size=64|link=y|dlcalt=y|ext=jpg}}
|rowspan="2"|''No More Heroes'' Series
|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}}
|•{{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}}
Line 619: Line 575:
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy favors special moves<br>•Reinforcements will appear during the battle
|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}}
|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}}
|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 789: Line 744:
<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 808: Line 763:
*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.
*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 it 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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