Mii Swordfighter (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Mii Swordfighters have average mobility, as they run noticeably slower than Mii Brawlers (though their walking speed is faster) and have the lowest jump height of the Mii Fighters, along with the inability to [[wall jump]], unlike the Mii Brawlers and Mii Gunners. This prevents them from chasing and keeping close to opponents like their Brawler counterparts, along with giving them one of the less reliable recoveries compared to the other two Mii Fighters. Also, their attacks are weaker and aren't dealt as quickly than the Brawler, albeit with a bit more range, although they still don't have as much range as the Mii Gunner (although the Swordfighter's attacks are faster than the latter).
Mii Swordfighters have average mobility, as they run noticeably slower than Mii Brawlers (though their walking speed is faster) and have the lowest jump height of the Mii Fighters, along with the inability to [[wall jump]], unlike the Mii Brawlers and Mii Gunners. This prevents them from chasing and keeping close to opponents like their Brawler counterparts, along with giving them one of the less reliable recoveries compared to the other two Mii Fighters. Also, their attacks are weaker and aren't dealt as quickly than the Brawler, albeit with a bit more range, although they still don't have as much range as the Mii Gunner (although the Swordfighter's attacks are faster than the latter). These mobility problems can be helped by using a smaller mii, though the swordfighter will loe some range


Although they possess the ability to keep opponents at a distance with their disjointed hitboxes, the Swordfighter is particularly hampered by their previously mentioned mobility, along with surprisingly weak KO moves that are equally punishable. Of all their attacks, their reliable and strongest finishers are their forward and down smashes, ftilt, up and back aerials (along with [[Blade Flurry]], [[Power Thrust]], and [[Hero's Spin]]). Many of these moves have high endling lag, making whiffing them highly punishable. The Swordfighter's grounded moveset can be quite easy to punish with characters that are quick on the ground (like {{SSB4|Little Mac}}), because of their low mobility. The Swordfighter is more at home in the air thanks to their quicker aerial moves that can either be used for low-percentage combos or gimping, notably their neutral and forward aerial, two of their fastest moves, their surprisingly powerful up and back aerials which can KO at a respectable percentage, and their down aerial which can semi spike. They additionally possess a decent throw combo game thanks to their moderately fast aerial moves and their throws and down tilt, notably their down throw to up aerial or down tilt to neutral or forward air, although they lose viability once the opponent is above a certain percentage and require bad DI on the opponent's part when above these percentages.
Although they possess the ability to keep opponents at a distance with their disjointed hitboxes, the Swordfighter is particularly hampered by their previously mentioned mobility, along with surprisingly weak KO moves that are equally punishable. Of all their attacks, their reliable and strongest finishers are their forward and down smashes, ftilt, up and back aerials (along with [[Blade Flurry]], [[Power Thrust]], and [[Hero's Spin]]). Many of these moves have high endling lag, making whiffing them highly punishable. The Swordfighter's grounded moveset can be quite easy to punish with characters that are quick on the ground (like {{SSB4|Little Mac}}), because of their low mobility. The Swordfighter is more at home in the air thanks to their quicker aerial moves that can either be used for low-percentage combos or gimping, notably their neutral and forward aerial, two of their fastest moves, their surprisingly powerful up and back aerials which can KO at a respectable percentage, and their down aerial which can semi spike. They additionally possess a decent throw combo game thanks to their moderately fast aerial moves and their throws and down tilt, notably their down throw to up aerial or down tilt to neutral or forward air, although they lose viability once the opponent is above a certain percentage and require bad DI on the opponent's part when above these percentages.


Regardless, to make up for the lack of mobility and power of the other Miis, the Swordfighter comes packed with versatility in their special moves. Other than {{SSB4|Link}} and {{SSB4|Toon Link}}, the Swordfighter is the only sword wielding character to wield projectiles, and the only one to bear a projectile reflector. The Swordfighter also possesses the fastest grab out of any sword character. Compared to an Mii of average height and weight, a larger Mii improves their range, weight, and damage while giving up speed in their attacks, while a smaller Mii does the opposite - becoming faster on the ground and the air, jumping higher, and attacking faster, at the cost of weight and range.
Regardless, to make up for the lack of mobility and power of the other Miis, the Swordfighter comes packed with versatility in their special moves. Other than {{SSB4|Link}} and {{SSB4|Toon Link}}, the Swordfighter is the only sword wielding character to wield projectiles, and the only one to bear a projectile reflector. The Swordfighter also possesses the fastest grab out of any sword character. Compared to an Mii of average height and weight, a larger Mii improves their range, weight, and damage while giving up speed in their attacks, while a smaller Mii does the opposite - becoming faster on the ground and the air, jumping higher, having less endlag and attacking faster, at the cost of weight and range.


The Swordfighter can also potentially have some of the more interesting custom movesets in the game: with access to three projectiles, the Swordfighter can be played as a solely camping character with their push-inducing and projectile eating [[Gale Strike]], damage-over-distance [[Shuriken of Light]] and approach-stopping [[Chakram]], allowing them to pester opponents from a distance or force opponents into a bad position (especially with a small Mii, allowing them to quickly position themselves once needed). This projectile playstyle can be stacked with [[Power Thrust]], which allows the Swordfighter to quickly move around the stage. [[Blade Flurry]] and [[Hero's Spin]] give the Swordfighter a few more finishing options that are welcomed to the Mii's moveset, and being the only Mii Fighters to possess a [[Blade Counter|Counter]] and a move similar to [[Reversal Slash|Mario's Cape]] also allows them to create distance against combo fighters and projectiles, birthing a more patient playstyle in favor of an aggressive one. Their recoveries can additionally be improved with Hero's Spin (their most reliable recovery), [[Airborne Assault]] (which gives the most amount of horizontal distance) and [[Skyward Slash Dash]]. However, most of these moves have flaws: Shuriken of Light is useless at point blank as it causes no hitstun, and many of their projectiles are dangerous for the sword fighter to use up close. Outside of Airborne Assault incredible horizontal recovery, the Swordfigher's other horizontal recoveries, [[Slash Launcher]] and Skyward Slash Dash, give sub-par distance. [[Stone Scabbard]] gives high vertical distance, but the risk of SDing as a result of its complete lack of horizontal distance.  
The Swordfighter can also potentially have some of the more interesting custom movesets in the game: with access to three projectiles, the Swordfighter can be played as a solely camping character with their push-inducing and projectile eating [[Gale Strike]], damage-over-distance [[Shuriken of Light]] and approach-stopping [[Chakram]], allowing them to pester opponents from a distance or force opponents into a bad position (especially with a small Mii, allowing them to quickly position themselves once needed). This projectile playstyle can be stacked with [[Power Thrust]], which allows the Swordfighter to quickly move around the stage. [[Blade Flurry]] and [[Hero's Spin]] give the Swordfighter a few more finishing options that are welcomed to the Mii's moveset, and being the only Mii Fighters to possess a [[Blade Counter|Counter]] and a move similar to [[Reversal Slash|Mario's Cape]] also allows them to create distance against combo fighters and projectiles, birthing a more patient playstyle in favor of an aggressive one. Their recoveries can additionally be improved with Hero's Spin (their most reliable recovery), [[Airborne Assault]] (which gives the most amount of horizontal distance) and [[Skyward Slash Dash]]. However, most of these moves have flaws: Shuriken of Light is useless at point blank as it causes no hitstun, and many of their projectiles are dangerous for the sword fighter to use up close. Outside of Airborne Assault incredible horizontal recovery, the Swordfigher's other horizontal recoveries, [[Slash Launcher]] and Skyward Slash Dash, give sub-par distance. [[Stone Scabbard]] gives high vertical distance, but the risk of SDing as a result of its complete lack of horizontal distance.  
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