Template:SSB4 to SSBU changelist/Mii Swordfighter
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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 Mii Swordsman tag used in 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 off the "Guest B" Mii, the default Mii Swordfighter has an altered appearance, including shorter hair and thinner eyebrows.
- The default outfit for the Mii Swordfighter has significantly more detail, with the Swordfighter now wearing a character-colored tunic, with additional armor pieces and a sheath.
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.
- Gale Stab cannot sweetspot ledges during its ending animation if it hits an opponent.
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×).
- 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.
- Final Edge is performed significantly faster, generates more beams at once and is stronger than before potentially dealing high damage.
- Final Edge has had its range reduced, only covering all of Final Destination; this significantly reduces its KO potential considering that there is no finishing projectile at the end of the move.