User:Alex the weeb/Mii Fighter cloned moves changelog

Hero's Spin (changes from Spin Attack)Edit

  • Grounded
    •   Grounded Hero's Spin has more startup (frame 7 → 8) and ending lag (FAF 77 → 79).
    •   It's mid and outer hitboxes deal less damage (14/11.2 → 13/10).
    •   It has different knockback values (60 (base)/88 (scaling) → 90/60), being weaker overall.
    •   The second and third stages (after the clean hit) of the attack launch at a lower angle (43˚ → 361˚).
    •   Charging the move doesn't increase the move's power as much (1.6x → 1.4x).
  • Aerial
    •   Aerial Hero's Spin's first 4 hits use different launch angles, and connect less consistently if Mii Swordfighter is not moving forward.
    •   It gives less height (54.54u → 47.36u), and Mii Swordfighter cannot pull back as much, making it worse for recovering, and riskier to use offstage.
    •   The first hit deals 1% less damage, with the final hit dealing 1% more damage instead. This noticeably increases its knockback, making it better for KOing.

Reversal Slash (changes from Cape)Edit

  •   Reversal Slash has a completely different animation from Cape, where Swordfighter spins around and produces a spinning rainbow with its sword, that spins opponents and reflects projectiles.
  •   Reversal Slash has more startup (frame 12 → 16), with a shorter hitbox duration (3 frames → 2). Its total duration was also increased (FAF 36 → 37).
  •   It starts reflecting sooner and reflects for longer (frame 9-20 → frame 8-24).
  •   It deals less damage (7 → 6) and shield damage (4 → 0).
  •   The hitboxes are bigger (7.5u/5u → 9u/6u), and the outer hitbox is placed further out (z offset: 9.7 → 13), increasing the move's range.
  •   The move stalls less in the air (gravity: 0.031 → 0.04), and doesn't stall at all on successive uses.
  •   The reflection box is bigger (6.5u → 7u).
  •   It is positioned lower (y offset: 6.5 → 6), and further out (z offset: 8 → 11).
  •   Reflected projectiles are stronger (damage multiplier: 1.5 → 1.8), faster (speed multiplier: 1 → 1.5) and last longer (lifespan multiplier: 0.75 → 1).

Charge Blast (changes from Charge Shot)Edit

  •   Charge Blast has slightly less startup (frame 16 → 15), and less ending lag (FAF 61 → 52).
  •   It takes longer to charge (112 frames → 120).
  •   It deals less damage (5 (uncharged)/28 (fully charged) → 4/26), and has altered knockback (fully charged: 46 (base)/50 (scaling) → 28/66). It also launches at a higher angle when fully charged (40˚ → 50˚). Overall, it is worse at KOing.
  •   The projectile is smaller at all charge levels.
  •   The projectile travels faster when uncharged (1.6 → 1.8), and slower when fully charged (3.3 → 3).

Gunner Missile (changes from Missile)Edit

  •   Gunner Missile has more startup (frame 18 → 27 (regular), 21 → 23 (super).
  •   It has less ending lag (FAF 55 → 47 (regular), 58 → 50 (super).
  •   Missile deals less damage (8 → 7.5).
  •   Super Missile deals more damage (12 → 14.5), with knockback not fully compensated (50 (base)/65 (scaling) → 55/60). It also launches at a lower angle (65˚ → 40˚). Combined, these changes grant this version improved KO potential.
  •   Missiles travel slightly faster (1.15 → 1.2).
  •   Missiles have a shorter duration (118 frames → 94). They also change angle slower (0.65˚/frame → 0.6˚/frame), and cannot angle as much (max angle change: 70˚ → 50).
  •   While Super Missiles start off faster (initial speed: 0.18 → 0.4), they accelerate much more slowly (acceleration: 0.16 → 0.08), and have a much lower top speed (4.2 → 1.75), and have a shorter duration (76 frames → 70). Overall they travel slower and cover a shorter distance.

Echo Reflector (changes from Reflector)Edit

  •   Echo Reflector does not have intangibility on startup.
  •   It has more ending lag (FAF 14 → 16).
  •   The hitbox is slightly bigger (7.5u → 8u).
  •   It deals less knockback (66 (base)/32 (scaling) → 60/30).
  •   Reflected projectiles are stronger (damage multiplier: 1.4x → 1.5x), and faster (speed multiplier: 1.4x → 1.9x).

Absorbing Vortex (changes from PSI Magnet)Edit

  •   The hitbox doesn't repeat when the move is held.
  •   The hitbox is bigger (8.5u → 12.5u).
  •   The aerial version has less set knockback (70 → 40).
  •   Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).
  •   It has less ending lag (FAF 10 → 7).
  •   The windbox at the end lasts for a shorter time (9 frames → 2). This also prevents it from rehiting, reducing its ability to push opponents.
  •   The windbox has higher set knockback (11 → 30), making it more effective at pushing opponents away than a single hit from PSI Magnet's windbox.
  •   It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.
  •   However, unlike PSI Magnet, it also reduces horizontal momentum slightly. It also doesn't make Gunner as floaty (gravity while in use: 0.027 → 0.03) which combined with the above change makes it less effective at stalling if Mii Gunner is already falling.