Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.
Super Smash Bros. Ultimate

Mii Swordfighter (SSBU)/Up smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Mii Swordfighter's up smash. {{competitive expertise}} ==Overview== ==Hitboxes==...)
 
mNo edit summary
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MiiSwordfighterUSmashSSBU.gif|thumb|450px|Hitbox visualization showing Mii Swordfighter's up smash.]]
[[File:MiiSwordfighterUSmashSSBU.gif|thumb|300px|Hitbox visualization showing Mii Swordfighter's up smash.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Mii Swordfighter jumps and performs two arching slashes above while spinning around. It KOs middleweights without rage at ground level around 120%, it [[reach]]es through low [[platform]]s, and it's their fastest [[out of shield]] option if Swordfighter isn't using [[Mii Swordfighter (SSBU)/Up special/Custom 2|Hero's Spin]]. However, its use as an out of shield option leaves more to be desired, due to unremarkable eleven frame [[startup]] and the initial grounded hitbox being small, limiting it to only [[punish]]ing committal moves at point blank range. Because of this, the move is mainly used for punish scenarios, hard reads, and occasional platform [[pressure]].
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 25: Line 28:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2 (early)|24}}
{{HitboxTableTitle|Hit 2 (early)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 83: Line 86:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2 (late)|24}}
{{HitboxTableTitle|Hit 2 (late)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 91: Line 94:
|ks=100
|ks=100
|fkv=90
|fkv=90
|r=2.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=15.0
|ypos=17.0
|zpos=-5.5 to 2.0
|zpos=-5.5 to 2.0
|ff=1.5
|ff=1.5
Line 113: Line 116:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=20.0
|ypos=21.0
|zpos=-6.0 to 2.3
|zpos=-6.0 to 2.3
|ff=1.5
|ff=1.5
Line 141: Line 144:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3 (early)|24}}
{{HitboxTableTitle|Hit 3 (early)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 187: Line 190:
|ks=142
|ks=142
|fkv=0
|fkv=0
|r=4.5
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
Line 199: Line 202:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3 (late)|24}}
{{HitboxTableTitle|Hit 3 (late)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 211: Line 214:
|xpos=0.0
|xpos=0.0
|ypos=31.0
|ypos=31.0
|zpos=-6.0 to 0.5
|zpos=-6.0 to -0.5
|ff=2.0
|ff=2.0
|type=Sword
|type=Sword
Line 226: Line 229:
|ks=142
|ks=142
|fkv=0
|fkv=0
|r=3.0
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=25.0
|ypos=25.3
|zpos=-8.0 to -0.5
|zpos=-8.0 to -0.5
|ff=2.0
|ff=2.0
Line 245: Line 248:
|ks=142
|ks=142
|fkv=0
|fkv=0
|r=4.5
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0

Latest revision as of 20:17, August 12, 2023

Hitbox visualization showing Mii Swordfighter's up smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Mii Swordfighter jumps and performs two arching slashes above while spinning around. It KOs middleweights without rage at ground level around 120%, it reaches through low platforms, and it's their fastest out of shield option if Swordfighter isn't using Hero's Spin. However, its use as an out of shield option leaves more to be desired, due to unremarkable eleven frame startup and the initial grounded hitbox being small, limiting it to only punishing committal moves at point blank range. Because of this, the move is mainly used for punish scenarios, hard reads, and occasional platform pressure.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 4.0% 0 AngleIcon130.png Standard 0 100 120 HitboxTableIcon(False).png 4.0 top 0.0 5.0 9.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (early)
0 0 0 3.0% 0 AngleIcon104.png Standard 0 100 90 HitboxTableIcon(False).png 2.5 top 0.0 15.0 5.0 to 11.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon110.png Standard 0 100 40 HitboxTableIcon(False).png 3.0 top 0.0 20.0 -0.1 to 10.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 3.0% 0 Autolink angle (367) Standard 0 100 20 HitboxTableIcon(False).png 4.0 top 0.0 27.0 -1.3 to 5.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (late)
0 0 0 3.0% 0 AngleIcon104.png Standard 0 100 90 HitboxTableIcon(False).png 3.5 top 0.0 17.0 -5.5 to 2.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon110.png Standard 0 100 40 HitboxTableIcon(False).png 3.0 top 0.0 21.0 -6.0 to 2.3 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 3.0% 0 Autolink angle (367) Standard 0 100 20 HitboxTableIcon(False).png 4.0 top 0.0 27.0 -4.0 to 1.8 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 3 (early)
0 0 0 7.0% 0 AngleIcon95.png Standard 50 142 0 HitboxTableIcon(False).png 4.5 top 0.0 31.0 -5.6 to 3.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 AngleIcon98.png Standard 50 142 0 HitboxTableIcon(False).png 3.0 top 0.0 25.0 -2.5 to 9.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 7.0% 0 AngleIcon98.png Standard 50 142 0 HitboxTableIcon(False).png 3.0 top 0.0 19.0 -1.0 to 10.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 3 (late)
0 0 0 7.0% 0 AngleIcon95.png Standard 50 142 0 HitboxTableIcon(False).png 4.5 top 0.0 31.0 -6.0 to -0.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 AngleIcon98.png Standard 50 142 0 HitboxTableIcon(False).png 4.0 top 0.0 25.3 -8.0 to -0.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 7.0% 0 AngleIcon98.png Standard 50 142 0 HitboxTableIcon(False).png 3.0 top 0.0 19.0 -9.0 to 0.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 9-10
Hit 1 11-12
Hit 2 (early, late) 14, 15
Hit 3 (early, late) 21, 22
Interruptible 60
Animation length 75
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible