Mii Swordfighter (SSBU): Difference between revisions
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |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}}) | ||
|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= | |ftiltname=Side Slash ({{ja|横斬り|Yoko Kiri}}) | ||
|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= | |utiltname=Upper Slash ({{ja|上方斬り|Kamigata Kiri}}) | ||
|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= | |dtiltname=Shin Thrust ({{ja|すね突き|Sune Tsuki}}) | ||
|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= | |dashname=Dash Slash ({{ja|ダッシュ斬り|Dasshu Kiri}}) | ||
|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= | |fsmashname=Full Power Slash ({{ja|全力斬り|Zenryoku Kiri}}) | ||
|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= | |usmashname=Double Slash ({{ja|斬撃二連|Zangeki Niren}}) | ||
|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= | |dsmashname=Low Altitude Double ({{ja|低空二連|Teikū Niren}}) | ||
|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. The rear hit is stronger than the front hit. | ||
|nairname= | |nairname=Great Wheel Slash ({{ja|大車輪斬り|Dai Sharin Kiri}}) | ||
|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= | |fairname=Triple Thrust ({{ja|突き三連|Tuski Sanren}}) | ||
|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= | |bairname=Reverse Slash ({{ja|反転斬り|Hanten Kiri}}) | ||
|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, and is a reliable tool for walling out approaches. | ||
|uairname= | |uairname=Upper Screw ({{ja|上方スクリュー|Kamigata Sukuryū}}) | ||
|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= | |dairname=Downward Screw ({{ja|下方スクリュー|Kahō Sukuryū}}) | ||
|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= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches in front on them with their free hand. | |grabdesc=Reaches in front on them with their free hand. | ||
|pummelname= | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike. | |pummeldesc=A knee strike. | ||
|fthrowname= | |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) | ||
|fthrowdesc=Front kicks the opponent away. | |fthrowdesc=Front kicks the opponent away. | ||
|bthrowname= | |bthrowname=Point-Blank Spin Kick ({{ja|ゼロ距離スピンキック|Zero Kyori Supin Kikku}}) | ||
|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= | |uthrowname=Jump Slash ({{ja|ジャンプ斬り|Janpu Kiri}}) | ||
|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= | |dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}}) | ||
|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. |
Revision as of 14:40, May 9, 2022
Mii Swordfighter in Super Smash Bros. Ultimate | |
---|---|
Universe | Super Smash Bros. |
Other playable appearance | in SSB4 |
Availability | Custom |
Final Smash | Final Edge |
The Mii Swordfighter (Mii剣術タイプ, 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 Mii Fighter types, Brawler and Gunner. Mii Swordfighter is classified as 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.
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 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.
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.
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.
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 (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 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.
Changes from Super Smash Bros. 4
Much like the 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 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 disjointed weapon.
The biggest changes come from the Swordfighter's special moves. 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 projectiles: 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.
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 helplessness and deals more knockback, and Blade Counter can now initiate combos at low percents, or KO effectively due to its vertical angle.
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.
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).
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.
Aesthetics
- Mii Swordfighter's name on UIs is now said Mii Swordfighter across all English versions of the game, rather than Mii Sword Fighter in PAL versions. Additionally, the Asian versions now use Smash 4's PAL name, replacing the Mii Swordsman tag used in the Japanese version of Smash 4.
- Players can customize the Mii Swordfighter's voice clips from 12 different voices, with 3 different pitches.
- Mii Swordfighters have had their body proportions adjusted.
- While still based on the "Guest B" Mii, the default Mii Swordfighter has an altered appearance. He has shorter hair, thinner eyebrows, and a slightly larger mouth.
- The default outfit for the Mii Swordfighter has significantly more detail, with the Swordfighter now wearing a character-colored tunic, armor pieces on their elbows and knees, and a sheath. The front of their shoulder belt no longer has a circular buckle in the front.
Attributes
- Like all characters, the Mii Swordfighter's jumpsquat animation takes three frames to complete (down from 7).
- As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:
- The Mii Swordfighter now has a set weight of 100, on par with that of Cloud. This is identical to that of a default sized Mii Fighter in Smash 4.
- The Mii Swordfighter walks slower (1.188 → 1.07). This affects their mobility significantly compared to the cast, as they are now the 50th fastest walker (compared to 19-20th fastest in Smash 4).
- Mii Swordfighter dashes faster (1.5 → 1.58).
- Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).
- Mii Swordfighter has slightly higher air acceleration (0.04 → 0.05).
- Mii Swordfighter has a significantly higher air speed (0.96 → 1.17), giving them the 18th highest air speed in the game (compared to 53-59th in Smash 4).
- Mii Swordfighter has a slightly slower falling speed (1.6 → 1.55).
Ground attacks
- Neutral attack:
- Like almost all characters, the first two hits of neutral attack can now lock.
- Third hit of neutral attack launches at a lower angle, improving its KO potential near an edge.
- Third hit of neutral attack has increased knockback scaling (50 → 70).
- First hit of neutral attack does less damage (4% → 3%).
- Forward tilt:
- Forward tilt has slightly less startup lag (frame 11 → 10).
- It has a shorter hitbox duration (frames 11-13 → 10-11), and its total duration was unchanged, slightly increasing its ending lag.
- It has smaller hitboxes (3.5u → 2.7u).
- It has gained a shieldstun multiplier of 0.7×, reducing its safety on shield despite shieldstun being increased for other tilt attacks.
- Down tilt:
- Down tilt has smaller hitboxes, with its extended hitbox being removed (2.7u/2.7u/2.2u → 2.4u/2.4u).
- Dash attack:
- Dash attack is now an outward swipe instead of an outward stab, similar to Toon Link's.
- Dash attack has 1 less frame of startup (frame 9 → 8).
- Dash attack now consists of a single hitbox, thus losing its weaker late hitbox that dealt 6%.
- Dash attack has increased base knockback (80 → 87), improving its KO potential.
- Dash attack has a much shorter duration (9-18 → 9-10).
- Its new animation increase its vertical range, but reduces its horizontal range.
- Forward smash:
- Forward smash has slightly less startup lag (frame 16 → 15).
- Its duration was unchanged, slightly increasing its ending lag.
- The weak hit takes priority over the mid hit.
- All hitboxes have redistributed sizes, with one of the weak hitboxes having been removed (4u/3u/4u/2.4u → 2.8u/2.8u/2.8u).
- The strong hit is larger and is easier to land when compounded with the removal of one of the weak hitboxes.
- It has smaller hitboxes all around.
- All hits have increased base knockback (30 → 39), improving its KO potential all around.
- Forward smash has slightly less startup lag (frame 16 → 15).
- Up smash:
- Up smash now consists of two slashes instead of three.
- Up smash's previous second hit has now been moved behind the Mii Swordfighter.
- Up smash's altered hitbox placement now allows it to hit opponents touching the Mii Swordfighter's back, although this will only deal two hits.
- Up smash's final hit has increased base knockback (40 → 50), improving its KO potential.
- Its second and third hits have shorter durations (frames 14-16/20-22 → 14-15/21-22).
- Down smash:
- Both hits deal much more base knockback, but noticeably reduced knockback scaling (26 (base)/80 (scaling) → 78/50 (front hit), 25 (base)/80 (scaling) → 50/71 (back hit)), slightly improving its KO potential overall.
- Both hits have one small hitbox instead of three larger ones (4u/4u/2.8u → 3u (front hit), 4u/4u/2.8u → 2.5u (back hit).
Aerial attacks
- All aerials have significantly reduced landing lag (15 frames → 9 (neutral, back), 17 → 12 (forward), 16 → 10 (up), 30 → 18 (down)).
- Neutral aerial:
- Neutral aerial has slightly less startup lag (frame 11 → 10).
- Its duration was unchanged, slightly increasing its ending lag.
- Neutral aerial has increased base knockback (48 → 60).
- Neutral aerial has slightly less startup lag (frame 11 → 10).
- Forward aerial:
- Its hitboxes are larger (4.2u/3.8u/3.5u (hits 1-2) → 4.5u/4.5u/4.5u, 5u/4.5u/3.5u (hit 3) → 4.5u/4.5u/4.5u).
- It has longer durations on each hit (frames 11/16/21 → 11-12/16-17/21-22).
- It auto-cancels earlier (frame 51 → 48).
- Back aerial:
- Back aerial has an altered animation; the Swordfighter leans forward slightly.
- It has more startup lag (frame 8 → 10).
- Its duration was unchanged, giving it less ending lag overall.
- It has significantly smaller hitboxes, with two of the four having been removed altogether (4u/4u/3u/4.3u → 2.5u/2.1u (frame 10), 4u/4u/3u/4.3u → 2.5u/2.5u (frame 11).
- Up aerial:
- The decreased landing lag of up aerial now gives the late hit combo potential.
- Down aerial:
- Down aerial has an altered animation, with the Swordfighter now stabbing downwards and twirling with their sword instead of turning upside down completely.
- Down aerial's looping hits deal more damage (1% → 1.5%), improving its damage racking ability.
- It has smaller hitboxes (4.6u/4.6u → 4u/4u).
Throws and other attacks
- Dash grab and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- All grabs have increased ending lag (FAF 29 → 35 (standing), 37 → 43 (dash), 34 → 37 (pivot)).
- Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
- The Mii Swordfighter's pummel is now a knee strike. It is significantly faster but deals much lower damage (3.25% → 1.3%), but this is a buff overall due to the Swordfighter's previously sluggish pummel.
- Back throw:
- Back throw's kick has now been changed to a roundhouse kick behind the Swordfighter.
- Down throw:
- Down throw now throws opponents to the ground, similar to Marth's.
- Down throw has increased combo potential due to Mii Swordfighter's faster jumpsquat.
- Edge attack deals more damage (7% → 9%).
Special moves
Neutral specials
- Gale Strike:
- Gale Strike now has set knockback and higher hitlag (80 (base)/104 (scaling) → 150 (set)/100). This grants it newfound combo potential, and gives the Swordfighter an almost guaranteed followup if it lands. This tremendously improves what was previously one of the least effective projectiles in the game.
- The gale deals significantly more damage (early: 3.7% → 13%, middle: 2.9% → 11%, late: 2% → 10%, total: 11% → 13%).
- The gale has less startup. (frame 23 → 20).
- Its early hitboxes have been enlarged to match the size of its late hitboxes (2.5u/3.1u/3.9u/5u → 5u/5u/5u/5u).
- The gale travels a smaller distance, only half of Final Destination. It has also lost its pushing ability at the end, removing its utility to blow opponents and items away.
- The gale now has transcendent priority, meaning that it can no longer clash or neutralize projectiles, but can now beat out all direct attacks, even those with much greater damage outputs.
- Shuriken of Light:
- The throwing animation has been altered: it is now a quick ninja-like finger flick near the Mii Swordfighter's torso.
- Shurikens now gradually pick up speed as they travel.
- The move has less startup (frame 16 → 13) and ending lag (FAF 50 → 38), making it function better as a conventional projectile.
- Mid-range and long-range shurikens can now lock.
- Max range shurikens deal significantly less damage (10% → 6.5%).
- Blurring Blade:
- Blurring Blade now sets the Swordfighter's blade aflame for its duration, deals flame damage, and ends in an upward slash, rather than a thrust. The final hit has a larger hitbox because of this.
- Blurring Blade deals much higher damage across all charge levels (9.9 ~ 23.75% → 12 ~ 28.8%). It also has much higher knockback, allowing it to KO very early (100% uncharged, 24% fully charged at the edge of Final Destination).
- Blurring Blade can now be reversed after charging, similar to Roy's Flare Blade, but it can only be reversed once.
Side specials
- Airborne Assault:
- Airborne Assault is no longer a chargeable move, and travels a set distance (about 3/4 of Final Destination).
- Airborne Assault travels further on average when compared to the previous uncharged variant.
- Airborne Assault deals higher knockback, allowing it to KO at high percents.
- Airborne Assault deals significantly more damage than the previous uncharged version (7.2% → 12%), but less than a full-charged version (16% → 12%).
- The move will stop at a ledge if it happens to pass one. This eliminates accidental self-destructs while using the move, but also makes it harder to pursue offstage opponents or those on a different platform.
- Airborne Assault now has around a half-second window where the Swordfighter can act to bypass helplessness if the Swordfighter uses this move in the air, but if the move hits an opponent, the Mii won't be helpless. This significantly improves the Mii's recovery.
- The bounce gained from hitting an opponent travels higher, making it safer to use against shield.
- Airborne Assault's rebounding animation has the Mii perform a flourishing backflip, with a larger sword trail accompanying it.
- Chakram:
- Smash-thrown charkrams deal more damage (6.5% → 8%).
- Slow chakrams now behave like a short-range multi-hit Boomerang, staying out for a longer duration and slowly returning to where it was initially thrown, dealing 1.1% per hit. This improves its ability to wall out approaches, initiate combos, ledge trap and edgeguard opponents.
- Smash-thrown charkrams have much more knockback growth (40/50 → 70).
- Gale Stab:
- Gale Stab (formerly Slash Launcher) has a new animation that has the Mii perform a charging stab rather than a reverse-gripped slash. If it misses, the Swordfighter will brake on the ground; if it hits, the Swordfighter will hold their sword in a stabbing motion forwards.
- Gale Stab has less startup lag (frame 13 → 9).
- Gale Stab deals much more damage when fully charged (10.2% → 18.5%). It also deals much more knockback, allowing the charged versions to KO.
- Gale Stab now slows down upon hitting an opponent. It also deals slightly less damage late unless uncharged.
Up specials
- Stone Scabbard:
- Stone Scabbard's descending trail is now blue instead of yellow. The move now has a unique sword sound byte at the end of the move if an opponent is hit.
- Stone Scabbard travels much higher and grants more horizontal momentum at the start and right before falling, significantly increasing its usefulness as a recovery move.
- Stone Scabbard can now sweetspot ledges from behind while falling.
- Stone Scabbard's rising hit has a larger hitbox.
- Stone Scabbard's landing hit is significantly stronger, allowing it to KO within the 110% range at the edge.
- Stone Scabbard's first hit deals less damage (5% → 4%). The sword's hitbox when going through platforms also deals less damage (6% → 3%).
- Skyward Slash Dash:
- Skyward Slash Dash's ascending trail is now orange instead of yellow.
- Skyward Slash Dash has significantly less startup lag (frame 24 → 14).
- This leaves the Swordfighter less vulnerable to attacks and functions much more like a surprise attack.
- Skyward Slash deals significantly higher total damage (12% → 21.2%).
- Hero's Spin:
- Hero's Spin now has identical particles as Spin Attack, albeit colored purple. The Swordfighter also undulates during the spin, much like the mentioned attack.
- Aerial Hero's Spin's initial and final hits have redistributed damage values (4% (hit 1) → 3%, 4% → 5% (final hit).
- The final hit did not receive any compensation for knockback, drastically increasing its KO potential to a point where it's now a potential KO confirm off of down throw near the ledge at mid percents.
- Aerial Hero Spin now possesses hitboxes behind Mii Swordfighter on frames 11, 19, and 26.
- Aerial Hero Spin's multihits have one large hitbox in place of three smaller ones (4u/4u/5u → 6u (hits 1-4).
- Aerial Hero Spin's final hit is slightly larger (7u → 7.5u).
Down specials
- Blade Counter:
- Blade Counter has a new visual effect, and now retaliates with an upward slash.
- The counter now causes opponents to recoil before the counterattack.
- The counterattack now sends opponents vertically, similar to Counter Surge, and has lower ending lag. At low percents, this makes it possible for follow ups.
- Blade Counter's vertical launch angle improves its KO potential at higher percents in general, but worsens its KO potential against strong attacks close to a side blast line.
- Reversal Slash:
- Reversal Slash's graphic is now an S-shaped swirl, instead of a C-shaped slash.
- Reversal Slash's damaging hitbox has more startup lag (frame 12 → 16). Its reflecting hitbox stays the same (frame 5).
- Reflected projectiles deal increased damage (1.5× → 1.8×), travel faster (1x → 1.5x) and last longer (duration multiplier 0.75x → 1x).
- The reflection hitbox is smaller (9u → 7u), and further forward (z offset: 2 → 11). While this increases the reflection range in front of Swordfighter, it also prevents it from reflecting projectiles from behind, and reduces its vertical range.
- Similarly to Cape and Super Sheet, the move always forces opponents to show their backside while they are using their moves, regardless of whether their animations are mirrored or not.
- Power Thrust:
- Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.
- Grounded Power Thrust deals more damage, with the middle hitbox now dealing as much damage as the previous early hitbox (tipper/blade early: 13/10% → 15/12%, tipper/blade middle: 11/8% → 13/10%, tipper/blade late: 8% → 10/7.5%).
- The tipper hitboxes takes priority over the blade hitboxes.
- Grounded Power Thrust deals significantly higher knockback throughout all charge levels, allowing the early tipper to KO at 100%, and the middle hits at around the 115% range.
- Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.
- Aerial Power Thrust's landing hit deals significantly higher knockback (80 (base)/20 (scaling) → 60/120), KOing at around 105% at the edge of Final Destination.
Final Smash
- Final Edge now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.
- The move's method of damaging opponents has been completely reworked. Rather than the beams being purely visual, and the move using large, stationary rehitting hitboxes, each individual beam is a projectile with its own hitbox. By comparison:
- It lasts longer, and hits more frequently, potentially doing more damage.
- The projectiles start off weaker, but get stronger the longer they travel for, as compared to the previous version of the move, where the further away hitboxes were weaker instead.
- The range no longer gradually increases, and the maximum range is shorter now than it was before.
Update history
Mii Swordfighter so far has received the fewest changes in patches compared to the other Mii Fighters (due to not receiving any buffs or nerfs in patches 2.0.0 and 3.1.0 unlike the other Miis). The Swordfighter has been given few changes throughout the game but has mainly received nerfs. In patch 3.0.0, Chakram, Gale Strike, and Shuriken of Light were nerfed, as a result of all dealing less shield damage due to the overall nerf to projectiles from the patch.
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.
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.
- Gale Strike has significantly less range (sustained frames 100 → 52), now travelling about half as far.
- However it travels faster (speed 0.55 → 0.65).
- Chakram has significantly less range (sustained frames 45 → 23), now travelling about half as far.
- Shuriken of Light has more range (life: 30 → 38).
- Fixed a game crash caused by Duck Hunt using Wild Gunman at the same time as Gale Stab.
- Corrupt data occurs if Mii Swordfighter and Duck Hunt play Century Smash together.
- Edge attack has more range.
- Gale Strike deals less shield damage (0 → -6.5/-5.5/-5/-4.5 (clean/mid/late/latest)).
- Shuriken of Light deals less shield damage (0 → -1/-1.5/-2.5/-3 (earliest/early/clean/late)).
- Chakram deals less shield damage (0 → -0.5/-4 (tilt, per hit/smash)).
- Blurring Blade's hits connect more reliably into the final slash.
- Overall shield size has been increased by 1.075×.
- Aerial Hero's Spin's third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.
- Changed the length of vulnerability when crumpling to be consistent with other fighters.
- Airborne Assault deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).
- Adjusted the behavior of Gale Stab such that Mii Swordfighter can now grab the ledge after hitting the target but before reaching the special fall state.
- Stone Scabbard's landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).
- Blade Counter has less startup (frames 6-26 → 5-25), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).
- Power Thrust has less startup (frame 14 (grounded)/16 (aerial) → 12/14), with its total duration reduced as well (FAF 62/68/61 → 60/66/59).
Moveset
For a gallery of Mii Swordfighter's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Front Slash (前斬り) / Counter Slash (返し斬り) / Slash Up (斬り上げ) | 3% | 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. | |
3% | ||||
5% | ||||
Forward tilt | Side Slash (横斬り) | 12% | A horizontal swipe. Has decent range and can function as a KO option near the sides of the stage at very high percents. | |
Up tilt | Upper Slash (上方斬り) | 7% | 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 the three Links. At higher percents, it can combo into back or up aerials. | |
Down tilt | Shin Thrust (すね突き) | 8% | A low sword thrust along the ground, similar to 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. | |
Dash attack | Dash Slash (ダッシュ斬り) | 10% | Performs an outward swipe while sliding forward. Does good knockback, but has noticeable ending lag. | |
Forward smash | Full Power Slash (全力斬り) | 14% (hilt), 15% (blade), 16% (tip) | 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. | |
Up smash | Double Slash (斬撃二連) | 4% (hit 1), 3% (hit 2), 7% (hit 3) | 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. | |
Down smash | Low Altitude Double (低空二連) | 12% (front), 15% (back) | Crouches and slashes low to the ground: first in front, and then behind. The rear hit is stronger than the front hit. | |
Neutral aerial | Great Wheel Slash (大車輪斬り) | 8% | 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. | |
Forward aerial | Triple Thrust (突き三連) | 3% (hits 1 and 2), 5% (hit 3) | 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. | |
Back aerial | Reverse Slash (反転斬り) | 14% | 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. | |
Up aerial | Upper Screw (上方スクリュー) | 16% (clean), 10% (late) | Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos. | |
Down aerial | Downward Screw (下方スクリュー) | 1.5% (hits 1-5), 5% (hit 6) | 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. | |
Grab | Grab (つかみ) | — | Reaches in front on them with their free hand. | |
Pummel | Grab Kneebutt (つかみニーバット) | 1.3% | A knee strike. | |
Forward throw | Point-Blank Side Kick (ゼロ距離サイドキック) | 3% (kick), 3% (throw) | Front kicks the opponent away. | |
Back throw | Point-Blank Spin Kick (ゼロ距離スピンキック) | 3% (kick), 3% (throw) | Knocks the opponent away with a roundhouse kick. | |
Up throw | Jump Slash (ジャンプ斬り) | 2% (slash), 3% (throw) | 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. | |
Down throw | Knock Down (叩き落とし) | 2% (slam), 2% (throw) | 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. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swings the sword around themselves while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Swings the sword in a back-to-front circle while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swings the sword front to back before standing back up. | ||
Edge attack Edge getups |
9% | Climbs onto the stage and stabs forward. | ||
Neutral special | Default | Gale Strike | 13% (clean), 11% (mid), 10% (late) | 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. |
Custom 1 | Shuriken of Light | 2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far) | Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping. The shurikens can lock at mid to long range. Functions better as a conventional projectile when compared to Gale Strike, though it sacrifices its potent combo ability as a result. | |
Custom 2 | Blurring Blade | 0.8% (hits 1 - 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 - 5, fully charged), 19.2% (hit 6, fully charged) | 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. | |
Side special | Default | Airborne Assault | 14% | 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. |
Custom 1 | Gale Stab | 8% (uncharged), 18.5% (fully charged) | 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. | |
Custom 2 | Chakram | 1.1% (per hit, slow chakram), 8% (fast chakram) | 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. | |
Up special | Default | Stone Scabbard | 4% (hit 1), 3% (hit 2), 8% (hit 3), 3% (through platforms) | 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 KOs, 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. |
Custom 1 | Skyward Slash Dash | 2.2% (hit 1), 3% (hits 2 - 6), 4% (hit 7) | After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick. It overall functions like Falco's Fire Bird. Skyward Slash Dash grants more control over the Swordfighter's recovery direction compared to their other two up specials, and deals the most damage out of all of them. It also starts up quickly, making it effective out of shield or as a burst option. However, its final hit deals lackluster knockback; combined with its knockback angle, the move finds difficulty KOing even if it lands on extremely damaged opponents near the top blast lines, even at 200%. It can function as a risky KO offstage by dragging opponents towards the sides, though this will result in the Swordfighter self-destructing. | |
Custom 2 | Hero's Spin | 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) | 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. | |
Down special | Default | Blade Counter | 1.5× (minimum 8%) | The Swordfighter holds their sword in a reverse grip behind them. If hit, the Swordfighter retaliates with a counterattack, flourishing their sword before performing an upward slash, knocking opponents upward. This move has low endlag and, unlike most counterattacks, sends opponents at a vertical angle. As a result, it can be used to initiate combos at low percents against weak moves, although it can be lackluster for countering against recovering opponents, due to its vertical trajectory limiting its effectiveness near the sides of the stage. Unique to this counterattack is its ability to "stun" grounded opponents on hit at the start of the counter, as it will automatically cancel the opponent's move and cause them to reel backwards before the counterattack comes out. |
Custom 1 | Reversal Slash | 6% (slash); 1.8× (reflection) | The Swordfighter performs a slash, leaving an S-shaped rainbow-colored swirl. Functions like Mario's cape, as the slash reflects projectiles, flips nearby opponents, and the first use cause the Swordfighter to stall in midair. The damaging hitbox comes out after the reflecting hitbox, making it necessary to be used early if used for edgeguarding. | |
Custom 2 | Power Thrust | 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) | 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. | |
Final Smash | Final Edge | 1.7% (shockwave, close), 2.4% (shockwave, mid), 3% (shockwave, far) | 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. |
On-screen appearance
- Appears from a whirlwind similar to the appearance of Gale Strike, and unsheathes their sword.
Taunts
- 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.
- Down taunt: Poses with their sword facing upwards while balancing on one foot. Based on Link's down taunt.
Idle poses
- Point their sword towards the sky. Based off a recurring pose for most sword users in Smash Bros.
- Looks around cautiously.
Crowd cheer
Cheer (English) | Cheer (Japanese/Chinese) | Cheer (Italian) | Cheer (Dutch) | Cheer (French) | |
---|---|---|---|---|---|
Cheer | | ||||
Description | Mii! | Mii! Mii! Mii Mii Mii! | Mi - i! Mi - i! *clap 4 times* | Mii Mii! Een twee drie! | Mii Mii Mii! |
Victory poses
- Left: Raises their sword while spinning twice on one foot, performing a flourish. Afterward, they briefly enter into a one-handed inside stance before thrusting the sword outwards.
- Up: Drops from the sky, plunging their sword into the ground. They then remove it whilst performing a flourishing spin, which is followed by an inverted roundhouse kick and poses with their sword pointing outwards.
- Right: Performs a low-angled inwards slash, jumps up while spinning twice, and then does a low-angled outwards slash upon landing. Afterward, they bring their sword up towards their body and then poses with it lowered.
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 ESAM and 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 Cloud, Lucina, and Roy. Despite this, their strengths and results in competitive play have still been well demonstrated, thanks to players such as Anonymous Moniker and 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
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)
- Anonymous Moniker - The best Mii Swordfighter player during the early metagame. Placed 13th at Combo Breaker 2019. Has defeated varun, Panda Bair, Bushi, and Drystan. Formerly ranked 15th on the Chicago Power Rankings.
- Myollnir - The best Mii Swordfighter player in the world. Placed 9th at Temple: Hermès Edition. Has wins over Oryon, Longo, and Leon.
- Pokecheese - Co-mains Mii Swordfighter and Mii Gunner. Placed 13th at both Rising Stars at EGLX 2019 and HABBY Birthday 2019 and 25th at Get On My Level 2019 with wins over Blacktwins, Ksev, and VZ. Ranked 10th on the Ontario Power Rankings.
Role in World of Light
Although the Mii Swordfighter does not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
In the mode itself, the default Mii Swordfighter can be fought in the small town square where Timmy and Tommy's is located, north-northeast of the first crossroads.
Defeating Mii Swordfighter automatically adds the default Mii Swordfighter under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Swordfighters are usable. This Mii cannot be restored if deleted.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
52 | Mii Swordfighter | 3,300 | Final Destination | Final Destination - Super Smash Bros. for 3DS / Wii U |
Spirit
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.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
26 | Flying Squirrel Toad | Super Mario Series | •Tail Mii Swordfighter (Moveset 2123, Super Mushroom Hat, Monkey Suit, High Voice Type 8) | 3,700 | Mushroom Kingdom U (Ω form) | N/A | •The enemy favors down specials in the air •The enemy has increased jump power |
Ground Theme - New Super Mario Bros. U | ||
548 | Hoopa (Confined) | Pokémon Series | •Mii Swordfighter (Moveset 2332, Devil Horns, Standard Outfit, Black Outfit Color) | 3,600 | Kalos Pokémon League (hazards off) | •Item: Boomerang | •The enemy favors side specials •The enemy starts the battle with a Super Launch Star |
Battle! (Team Flare) | ||
664 | Zelgius | Fire Emblem Series | •Mii Swordfighter (160 HP) (Moveset 1211, Black Knight Helm, Black Knight Armor, Low Voice Type 5) | 9,700 | Castle Siege (hazards off) | N/A | •The enemy has super armor and is hard to launch or make flinch •The enemy's smash attacks have increased power •Stamina battle |
Against the Dark Knight | ||
723 | Viridi | Kid Icarus Series | •Mii Swordfighter (Moveset 1232, Viridi Wig, Viridi Outfit, High Voice Type 6) •Giant Kirby |
13,700 | Reset Bomb Forest | N/A | •Defeat the main fighter to win •The enemy's special moves have increased power •Timed battle (0:55) |
Wrath of the Reset Bomb | ||
739 | Ashley | WarioWare Series | •Mii Swordfighter (Moveset 1322, Ashley Wig, Ashley Outfit, High Voice Type 8) •Tiny Ridley |
13,700 | WarioWare, Inc. | •Assist Trophy Enemies (Ashley) •Hazard: Left Is Right, Right Is Left |
•Left and right controls will suddenly reverse •Hostile assist trophies will appear •Magic attacks aren't as effective against the enemy |
Ashley's Song | ||
956 | Dunban | Xenoblade Chronicles Series | •Mii Swordfighter (Moveset 3123, Dunban Wig, Dunban Outfit, High Voice Type 1) •Shulk |
9,200 | Gaur Plain | •Sudden Final Smash | •Defeat the main fighter to win •The enemy will suddenly have a Final Smash •The enemy's melee weapons have increased power |
You Will Know Our Names | ||
1,079 | Sebastian Tute | Wii Music | •Mii Swordfighter (Moveset 2312, Prince's Crown, Butler Outfit) •Mii Gunner (Moveset 2312, Saki Amamiya Wig, Steampunk Getup) •Mii Brawler (Moveset 2312, Isaac Wig, Toy-Con Outfit) |
8,900 | Tomodachi Life (Battlefield form) | N/A | •Defeat the main fighter to win •Only certain Pokémon will emerge from Poké Balls (Meloetta) •Reinforcements will appear during the battle |
Final Results - Wii Party U | ||
1,128 | Takamaru | The Mysterious Murasame Castle | •Mii Swordfighter (Moveset 3223, Takamaru Wig, Takamaru Outfit, Low Voice Type 1) | 9,200 | Suzaku Castle (Battlefield form) | •Assist Trophy Enemies (Takamaru) •Item: Swords |
•The enemy's melee weapons have increased power •Hostile assist trophies will appear when the enemy's at high damage •The enemy has increased move speed |
The Mysterious Murasame Castle Medley | ||
1,153 | Lip | Panel de Pon Series | •Mii Swordfighter (Moveset 3122, Lip Wig, Lip Outfit, High Voice Type 4) •Jigglypuff |
9,200 | Garden of Hope (hazards off) | •Flowery •Item: Lip's Stick |
•Defeat the main fighter to win •You constantly take minor damage •The enemy starts the battle with a Lip's Stick |
Lip's Theme - Panel de Pon | ||
1,168 | Isaac | Golden Sun Series | •Mii Swordfighter (Moveset 1222, Isaac Wig, Isaac's Outfit, High Voice Type 1) •Palutena •Robin •Roy |
8,900 | Wuhu Island (Swaying Bridge) | •Assist Trophy Enemies (Isaac) | •The enemy's magic attacks have increased power •Hostile assist trophies will appear •Reinforcements will appear during the battle |
Battle Scene / Final Boss - Golden Sun | ||
1,219 | Elite Beat Agents | Elite Beat Agents Series | •Mii Swordfighter ×3 (Moveset 1111, None, Business Suit) | 3,700 | Saffron City (hazards off) | •Attack Power ↑ | •The enemy has increased attack power after a little while | Escape from the City | ||
1,237 | Vince | Art Academy Series | •Mii Swordfighter (Moveset 3222, Vince's Hat, Vince's Outfit, Low Voice Type 11) •Inkling |
3,500 | PictoChat 2 | •Assist Trophy Enemies (Vince) | •Hostile assist trophies will appear •Reinforcements will appear during the battle |
Swan Lesson | ||
1,340 | Mumbo Jumbo | Banjo-Kazooie Series | •Gold Mii Swordfighter (Moveset 1231, Skull Kid's Hat, Ashley Outfit) •Giant Gold R.O.B. (INT)/ (JP/CH/KR) |
9,500 | Jungle Japes (hazards off) | •Flowery | •Defeat the main fighter to win •You constantly take minor damage •The enemy favors air attacks |
Mumbo's Mountain | ||
1,364 | Haohmaru | SAMURAI SHODOWN Series | •Mii Swordfighter (160 HP) (Moveset 1131, Takamaru Wig, Takamaru Outfit) | 9,500 | Gerudo Valley (hazards off) | •Attack Power ↑ •Item: Swords |
•Stamina battle •The enemy has increased attack power when the enemy's at high damage |
Gaia - SAMURAI SHODOWN | ||
1,401 | King Dice | Cuphead | •Giant Mii Swordfighter (Moveset 3211,Chibi-Robo Hat, Butler Outfit) •Tiny Mr. Game & Watch Team ×6 |
2,300 | WarioWare, Inc. | N/A | •Defeat the main fighter to win •The enemy has super armor but moves slower |
Jungle Level Jazz Style (for 3DS / Wii U) | ||
Floral Fury[SB 1] | ||||||||||
1,442 | Aerith | FINAL FANTASY Series | •Zelda •Cloud |
7,500 | Fountain of Dreams | •Health Recovery | •Defeat the main fighter to win •The enemy is healed after a little while |
Aerith's Theme | ||
•Mii Swordfighter (Moveset 1312, Aerith's outfit, Normal Voice Type 6)[SB 1] •Cloud | ||||||||||
1,456 | Seth & Gloria | Bravely Default Series | •Mii Swordfighter (Moveset: 3223, Chrom Wig, Dunban Outfit) •Zelda |
9,400 | Delfino Plaza (Large Island) | •Health Recovery •Defense ↑ •Item: Swords |
•The enemy has increased defense after a little while •The enemy is healed when the enemy's at high damage •The enemy's melee blows will heal them when they hit |
Jergingha - Planet Destruction Form | ||
1,467 | Arthur | Ghosts 'n Goblins Series | •Mii Swordfighter (Moveset 2223, Black Knight Helm, Black Knight Armor) •Ridley |
9,500 | Spear Pillar (Battlefield form) | •Item: Throwing Types | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Attack - Soma Bringer | ||
•Mii Swordfighter (Moveset 2223, Arthur's Helm, Arthur's Armor)[SB 1] •Ridley | ||||||||||
1,484 | Yoshimitsu | Tekken Series | •Mii Swordfighter (200 HP) (Moveset 2112, Bionic Helmet, Black Ninja Suit) | 3,900 | Suzaku Castle (Ω form) | •Health Recovery •Sudden Damage |
•All fighters take serious damage after a little while •Stamina battle •The enemy loves to taunt |
Into Nirvana | ||
1,494 | Travis Touchdown | No More Heroes Series | •Mii Swordfighter (Moveset 3132, Captain Falcon Helmet, Black SSB T-Shirt) •Sheik •Peach |
3,700 | Big Blue (Battlefield form) | N/A | •Defeat the main fighter to win •The enemy favors special moves •Reinforcements will appear during the battle |
Live & Learn | ||
•Mii Swordfighter (Moveset 3132, Travis Wig, Travis Outfit)[SB 1] •Sheik •Peach |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
43 | Shy Guy | Super Mario Series | •Mii Brawler (Moveset 1311, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7) •Tail Mii Gunner (Moveset 3312, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7) •Mii Swordfighter (Moveset 1332, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7) |
1,500 | Mushroom Kingdom II (Battlefield form) | •Item: Throwing Types | •The enemy favors neutral specials •The enemy is easily distracted by items |
Ground Theme - Super Mario Bros. 2 | Shy Guy | ||
1,080 | Party Phil | Wii Party Series | •Mii Brawler (Moveset 1111, Top Hat, Standard Outfit) •Mii Swordfighter (Moveset 1111, Top Hat, Standard Outfit) •Mii Gunner (Moveset 1111, Top Hat, Standard Outfit) |
8,800 | WarioWare, Inc. (Battlefield form) | •Bob-omb Festival | •Bob-ombs will rain from the sky •Explosion attacks aren't as effective against the enemy |
Final Results - Wii Party U | Mii | ||
1,085 | Shinobu | StreetPass Mii Plaza Series | •Sheik •Mii Swordfighter (Moveset 2123, Nia Wig, Ninja Suit) |
1,500 | Golden Plains (hazards off) | •Item: Bullet Bill | •The enemy is easily distracted by items | Boss 1 - Sakura Samurai: Art of the Sword | Mii | ||
1,086 | Crispin Geoff |
StreetPass Mii Plaza Series | •Link •Curry Mii Swordfighter (Moveset 3123, Super Mushroom Hat, Standard Outfit, Normal Voice Type 7) |
1,500 | Onett (Battlefield form) | •Item: Food | •Defeat the main fighter to win •The enemy becomes more powerful after eating •The enemy breathes fire |
Personal Trainer: Cooking | Mii | ||
1,094 | Smash Ball | Super Smash Bros. Series | •Mii Brawler (Moveset 3213, SSB T-shirt, Low Voice 9) •Mii Gunner (Moveset 3113, SSB T-shirt, High Voice 2) •Mii Swordfighter (Moveset 2332, SSB T-shirt, Normal Voice 5) |
9,600 | Final Destination (Battlefield form) | •Sudden Final Smash •Item: Food |
•Survive until the timer runs out (1:30) •The enemy will suddenly have a Final Smash •You'll get a Final Smash |
Final Destination | Mii Swordfighter | ||
1,260 | Nikki | Swapnote Series Nintendo Letter Box Series |
•Mii Brawler (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 7) •Mii Gunner (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 8) •Mii Swordfighter (Moveset 1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 1) |
8,900 | PictoChat 2 (Ω form) | •Assist Trophy Enemies (Nikki) | •Hostile assist trophies will appear | Mii Plaza | Nikki (Swordfighter) | ||
1,413 | Hawkeye & Riesz | Mana Series | •Sheik •Mii Swordfighter (Moveset 3223, Peach's Crown, Green Pirate Outfit, Type 4 Normal voice) |
9,600 | Great Bay (hazards off) | •Earthquake | •Timed battle (1:30) •Periodic earthquakes will shake the stage •The enemy favors special moves |
Dawn in the Desert | Riesz | ||
1,448 | The Turks & Rufus Shinra | FINAL FANTASY Series | •Robin •Mii Gunner ×2 (Moveset 2223, Business Suit - White) •Mii Brawler (Moveset 2123, Business Suit - White) •Mii Swordfighter (Moveset 2123, Business Suit - White) |
7,700 | Fourside (Battlefield form) | •Item: Exploding Types | •Reinforcements will appear after an enemy is KO'd •Reinforcements will appear during the battle •The enemy starts the battle with a Steel Diver |
Those Who Fight (AC Version) | Reno | ||
1,455 | Master Kohga | The Legend of Zelda Series | •King K. Rool •Giant Mii Swordfighter (Moveset 2133, Yiga Clan Mask, Yiga Clan Outfit) |
3,400 | Suzaku Castle (Battlefield form) | •Item: Banana Peel | •Defeat the main fighter to win •The enemy favors neutral specials •Reinforcements will appear during the battle |
Woodlands - The Legend of Zelda: Tri Force Heroes | Sooga | ||
1,469 | Palamute | MONSTER HUNTER Series | •Duck Hunt •Mii Swordfighter (Moveset 3133, Ninja Headband, Black Ninja Suit) |
3,400 | Gaur Plain (hazards off) | •Move Speed ↑ | •The enemy has increased move speed when the enemy's at high damage •The enemy favors dash attacks •The enemy starts the battle with a Killing Edge |
Proof of a Hero ~ 4Version | Monster Hunter | ||
•Duck Hunt •Mii Swordfighter (Moveset 3133, Hunter's Helm, Hunter's Mail)[SB 1] | |||||||||||
1,487 | Razewing Ratha | MONSTER HUNTER Series | •Charizard •Mii Swordfighter (Moveset 3133, Ninja Headband, Brown Standard Outfit) |
9,500 | Gaur Plain (Battlefield form) | •Attack Power ↑ | •The enemy has increased attack power after a little while | Proof of a Hero ~ 4Version | Monster Hunter (Leo) | ||
•Charizard •Mii Swordfighter (Moveset 3133, Rathalos Helm, Rathalos Mail)[SB 1] |
Alternate costumes
Gallery
Mii Swordfighter taunting on Battlefield.
Mii Swordfighter striking Villager with his dash attack on Hyrule Castle.
Mii Swordfighter shielding on Mario Circuit.
Fighter Showcase Video
Trivia
- Compared to the other Miis:
- The Mii Swordfighter has a purple background effect when using a Final Smash (similar to Dark Pit's background effect) as opposed to having a blue effect.
- They use different Victory poses in team battles.
- They have the most Spirit Battles involving Legend spirits (that being 2 battles).
- 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 Hero, who has Bounce as one of his Command Selection spells, and Sora, whose Counterattack special can reflect projectiles in addition to its normal use.
- 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 Link and Lucario.
- 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 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.