Mii Swordfighter (SSBU)
Mii Swordfighter in Super Smash Bros. Ultimate | |
---|---|
Universe | Super Smash Bros. |
Other playable appearance | in SSB4 |
Availability | Custom (Unlockable in World of Light) |
Final Smash | Final Edge |
“ | An expert in swordplay with fantastic reach and attack power. | ” |
—The Swordfighter's Ultimate description |
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 playable characters on June 12th, 2018, along with the other Mii Fighter types, Brawler and Gunner. Mii Swordfighter is classified as fighter #52.
Changes from Super Smash Bros. 4
Much like the Mii Gunner, the Mii Swordfighter retains most of his previous moveset, with majority of his changes being alterations to how his moves behave. While his changes are not as drastic as the Mii Brawler (who received four entirely new special moves), the Swordfighter has nevertheless received an abundance of buffs. Like the other Mii Fighters, the Mii Swordfighter now has set attributes, including middling weight (which is identical to a default-sized Mii Fighter in Smash 4) alongside high air speed, but average or below-average stats otherwise (falling speed, air acceleration, walk speed, 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 thrice in front). However, his aerial attacks have been given lowered lag due to the universal reduction of landing lag, patching up the Swordfighter's notorious lag issues in Smash 4. As a result, the Swordfighter arguably benefits the most from universal changes (in comparison to the other Mii Fighters), as many of his aerials can now start true combos and function as safe landing options, which is additionally beneficial due to his use of a disjointed weapon.
The biggest changes come from the Swordfighter's special moves. While only one of his special moves have 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, giving him an abundance of powerful options for KOing and fixing another of his former weaknesses.
The Swordfighter now has access to extremely effective combo starters courtesy of changes to his 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 his 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 his specials, the Swordfighter's previously mediocre default moveset has been addressed with buffs, allowing him to function just as effectively with his default moveset. Alongside the buffed Gale Strike, Stone Scabbard functions much better for recovery and is capable of KOing, Airborne Assault no longer leaves him helpless 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 still retains some glaring weaknesses, including passable range for a disjointed weapon user, average ground mobility due to his new attributes, below-average frame data for many of his ground moves, and extremely weak throws, the latter two of which have not altered significantly from his transition to Ultimate (and in the case of his throws, have not been changed at all).
Overall, the Mii Swordfighter's numerous buffs heavily outweigh his nerfs, making him much more effective than in Smash 4, although his viability compared to the cast and, more significantly, the legality of custom moves in tournaments, are still yet to be seen.
Aesthetics
- Players can customize the Mii Fighter's voice clips. Up to 12 voices are selectable.
- Mii Swordfighters have had their body proportions adjusted.
- While still based off the "Guest B" Mii, the default Mii Swordfighter has an altered appearance, including shorter hair and thinner eyebrows.
- The default outfits for the Mii Swordfighters have significantly more detail, now wearing a tunic, with additional armor pieces and a sheath.
Attributes
- Like all characters, the Mii Swordfighter's jumpsquat animation now takes three frames to complete (down from 7).
- As with all Mii Fighters, the Mii Swordfighter now has fixed proportions and attributes:
- Mii Swordfighter walks slower (1.188 → 1.07). This affects his significantly compared to the cast, as he is now the 50th fastest walker (compared to 19-20th fastest in Smash 4).
- Mii Swordfighter dashes faster (1.5 → 1.58).
- Mii Swordfighter now has the seventh lowest initial dash speed (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 him 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).
- Mii Swordfighter now has a set weight of 100, on par with Cloud. This is identical to a default sized Mii Fighter in Smash 4.
Ground attacks
- Neutral attack:
- Like almost all characters, the first two hits of neutral attack can now lock.
- First hit of neutral attack does less damage (4% → 3%).
- Down tilt:
- Down tilt has slightly less ending lag, improving its safety and combo ability.
- 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%. It also has more vertical range, deals more knockback and sends at a semi spike angle, improving its KO potential near an edge.
- Dash attack has a shorter duration and less horizontal range.
- Forward smash:
- Forward smash has 1 less frame of startup (frame 16 → 15).
- Up smash:
- Up smash now consists of two slashes instead of three. This reduces the amount of time the Swordfighter is stuck in lag, but also reduces up smash's hitbox duration.
- Up smash's previous second hit has now been moved behind the Mii Swordfighter. This means the move still hits thrice if the front hit connects.
- 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 deals more knockback, reliably KOing at around 115%.
Aerial attacks
- All aerials have significantly lower landing lag (Neutral: 15 → 9, Forward: 17 → 13, Back: 15 → 10, Up: 16 → 11, Down: 30 → 19).
- Neutral aerial:
- Neutral aerial starts one frame later (frame 11 → 12).
- Neutral aerial's lowered landing lag allows it to initiate combos much better than before.
- Forward aerial:
- Forward aerial has less landing lag and its hits send at the autolink angle, allowing it to link together more consistently. Coupled with its lowered landing lag, it can now start combos with the first two hits.
- Up aerial:
- Up aerial's lowered landing lag allows the late hit to start combos.
- Down aerial:
- Down aerial has an altered animation, with the Swordfighter now stabbing downwards and twirling with his sword instead of turning upside down completely.
- Down aerial's looping hits deal slightly more damage (1% → 1.5%).
Throws/Other Moves
- Grab has more ending lag (FAF 29 → 35).
- The Mii Swordfighter's pummel is now a knee strike. It is significantly faster but deals much lower damage (3.25% → 1.3%).
- Back throw:
- Back throw's kick has now been changed to a roundhouse kick behind him.
- Down throw:
- Down throw now throws opponents to the ground, similar to Marth's.
- Edge attack deals more damage (7% → 9%).
Special Moves
- Neutral specials:
- Gale Strike:
- Gale Strike now has set knockback and extremely high hitstun. 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%).
- The gale starts faster (frame 23 → 20).
- 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.
- 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.
- Shurikens are thrown faster (frame 16 → 13) and have less 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).
- The move can now be reversed after charging, similar to Roy's Flare Blade, but it can only be reversed once.
- Gale Strike:
- 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%).
- Airborne Assault no longer leaves the Mii in a helpless animation. This significantly improves the Mii's recovery.
- 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.
- 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:
- Chakram has a bigger hitbox.
- Fast charkrams deal more damage (6.5% → 8%).
- Slow chakrams now behave like a short-range 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 and initiate combos, and also allows it to ledge trap and edgeguard.
- 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 his sword in a stabbing motion forwards.
- Gale Stab starts faster (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.
- Gale Stab cannot sweetspot ledges during its ending animation if it hits an opponent.
- Airborne Assault:
- 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 has significantly less startup lag (frame 24 → 14).
- 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.
- Stone Scabbard:
- 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 starts later (frame 12 → 16). Its reflecting hitbox stays the same (frame 5).
- 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%).
- 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.
- Aerial Power Thrust's landing hit deals significantly higher knockback, KOing at around 105% at the edge of Final Destination.
- Blade Counter:
- Final Smash:
- Final Edge now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.
- Final Edge is performed significantly faster, and generates more beams at once.
- Although Final Edge is performed faster, its range has been reduced, only covering all of Final Destination, thus reducing its KO potential, especially on big maps.
Update history
1.1.0
- Chakram and Gale Strike now have significantly less range; previously, they traveled the full length of Final Destination, but they now travel half its length.
Moveset
On-screen appearance
- Appears from a whirlwind and unsheathes his sword.
Taunts
- Up taunt: Throws his 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 his sword with a flourish before taking a stance, holding his sword in a reverse grip behind him.
- Down taunt: Poses with his sword facing upwards. Based on Link's down taunt.
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 (sans Kirby) when Galeem unleashed his beams of light.
In the mode itself, 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. Cannot be restored if deleted.
Gallery
Mii Swordfighter taunting on Battlefield.
Mii Swordfighter striking Villager with his dash attack on Hyrule Castle.
Mii Swordfighter shielding on Mario Circuit.
Character Showcase Video
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