Template:SSB4 to SSBU changelist/Mii Swordfighter

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Aesthetics

  • Change 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.
  • Change Players can customize the Mii Swordfighter's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Swordfighters have had their body proportions adjusted.
  • Change While still based off the "Guest B" Mii, the default Mii Swordfighter has an altered appearance. He has shorter hair, thinner eyebrows, and a slightly larger mouth.
  • Change 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

  • Buff Like all characters, the Mii Swordfighter's jumpsquat animation takes three frames to complete (down from 7).
  • Change As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:
    • Change 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.
    • Nerf 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).
    • Buff Mii Swordfighter dashes faster (1.5 → 1.58).
      • Buff Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).
    • Buff Mii Swordfighter has slightly higher air acceleration (0.04 → 0.05).
    • Buff 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).
    • Change Mii Swordfighter has a slightly slower falling speed (1.6 → 1.55).

Ground attacks

  • Neutral attack:
    • Buff Like almost all characters, the first two hits of neutral attack can now lock.
    • Buff Third hit of neutral attack launches at a lower angle, improving its KO potential near an edge.
    • Buff Third hit of neutral attack has increased knockback scaling (50 → 70).
    • Nerf First hit of neutral attack does less damage (4% → 3%).
  • Forward tilt:
    • Buff Forward tilt has slightly less startup lag (frame 11 → 10).
    • Nerf It has a shorter hitbox duration (frames 11-13 → 10-11), and its total duration was unchanged, slightly increasing its ending lag.
    • Nerf It has smaller hitboxes (3.5u → 2.7u).
    • Nerf It has gained a shieldstun multiplier of 0.7×, reducing its safety on shield despite shieldstun being increased for other tilt attacks.
  • Down tilt:
    • Nerf Down tilt has smaller hitboxes, with its extended hitbox being removed (2.7u/2.7u/2.2u → 2.4u/2.4u).
  • Dash attack:
    • Change Dash attack is now an outward swipe instead of an outward stab, similar to Toon Link's.
    • Buff Dash attack has 1 less frame of startup (frame 9 → 8).
    • Buff Dash attack now consists of a single hitbox, thus losing its weaker late hitbox that dealt 6%.
    • Buff Dash attack has increased base knockback (80 → 87), improving its KO potential.
    • Nerf Dash attack has a much shorter duration (9-18 → 9-10).
    • Change Its new animation increase its vertical range, but reduces its horizontal range.
  • Forward smash:
    • Buff Forward smash has slightly less startup lag (frame 16 → 15).
      • Nerf Its duration was unchanged, slightly increasing its ending lag.
    • Nerf The weak hit takes priority over the mid hit.
    • Change 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).
      • Buff The strong hit is larger and is easier to land when compounded with the removal of one of the weak hitboxes.
      • Nerf It has smaller hitboxes all around.
    • Buff All hits have increased base knockback (30 → 39), improving its KO potential all around.
  • Up smash:
    • Change Up smash now consists of two slashes instead of three.
    • Change Up smash's previous second hit has now been moved behind the Mii Swordfighter.
    • Buff 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.
    • Buff Up smash's final hit has increased base knockback (40 → 50), improving its KO potential.
    • Nerf Its second and third hits have shorter durations (frames 14-16/20-22 → 14-15/21-22).
  • Down smash:
    • Buff 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.
    • Nerf 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

  • Buff All aerials have significantly reduced landing lag (15 frames → 9 (neutral, back), 17 → 12 (forward), 16 → 10 (up), 30 → 18 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has slightly less startup lag (frame 11 → 10).
      • Nerf Its duration was unchanged, slightly increasing its ending lag.
    • Buff Neutral aerial has increased base knockback (48 → 60).
  • Forward aerial:
    • Buff 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).
    • Buff It has longer durations on each hit (frames 11/16/21 → 11-12/16-17/21-22).
    • Buff It auto-cancels earlier (frame 51 → 48).
  • Back aerial:
    • Change Back aerial has an altered animation; the Swordfighter leans forward slightly.
    • Nerf It has more startup lag (frame 8 → 10).
      • Buff Its duration was unchanged, giving it less ending lag overall.
    • Nerf 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:
    • Buff The decreased landing lag of up aerial now gives the late hit combo potential.
  • Down aerial:
    • Change Down aerial has an altered animation, with the Swordfighter now stabbing downwards and twirling with their sword instead of turning upside down completely.
    • Buff Down aerial's looping hits deal more damage (1% → 1.5%), improving its damage racking ability.
    • Nerf It has smaller hitboxes (4.6u/4.6u → 4u/4u).

Throws and other attacks

  • Nerf Dash grab and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 37 → 43 (dash), 34 → 37 (pivot)).
  • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Buff 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:
    • Change Back throw's kick has now been changed to a roundhouse kick behind the Swordfighter.
  • Down throw:
    • Change Down throw now throws opponents to the ground, similar to Marth's.
    • Buff Down throw has increased combo potential due to Mii Swordfighter's faster jumpsquat.
  • Buff Edge attack deals more damage (7% → 9%).

Special moves

Neutral specials

  • Gale Strike:
    • Buff 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.
    • Buff The gale deals significantly more damage (early: 3.7% → 13%, middle: 2.9% → 11%, late: 2% → 10%, total: 11% → 13%).
    • Buff The gale has less startup. (frame 23 → 20).
    • Buff 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).
    • Nerf 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.
    • Change 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:
    • Change The throwing animation has been altered: it is now a quick ninja-like finger flick near the Mii Swordfighter's torso.
    • Buff Shurikens now gradually pick up speed as they travel.
    • Buff The move has less startup (frame 16 → 13) and ending lag (FAF 50 → 38), making it function better as a conventional projectile.
    • Buff Mid-range and long-range shurikens can now lock.
    • Nerf Max range shurikens deal significantly less damage (10% → 6.5%).
  • Blurring Blade:
    • Buff 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.
    • Buff 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).
    • Buff 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:
    • Change Airborne Assault is no longer a chargeable move, and travels a set distance (about 3/4 of Final Destination).
    • Buff Airborne Assault travels further on average when compared to the previous uncharged variant.
    • Buff Airborne Assault deals higher knockback, allowing it to KO at high percents.
    • Change Airborne Assault deals significantly more damage than the previous uncharged version (7.2% → 12%), but less than a full-charged version (16% → 12%).
    • Change 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.
    • Buff 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.
    • Buff The bounce gained from hitting an opponent travels higher, making it safer to use against shield.
    • Change Airborne Assault's rebounding animation has the Mii perform a flourishing backflip, with a larger sword trail accompanying it.
  • Chakram:
    • Buff Smash-thrown charkrams deal more damage (6.5% → 8%).
    • Buff 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.
    • Buff Smash-thrown charkrams have much more knockback growth (40/50 → 70).
  • Gale Stab:
    • Change 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.
    • Buff Gale Stab has less startup lag (frame 13 → 9).
    • Buff 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.
    • Nerf Gale Stab now slows down upon hitting an opponent. It also deals slightly less damage late unless uncharged.

Up specials

  • Stone Scabbard:
    • Change 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.
    • Buff 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.
    • Buff Stone Scabbard can now sweetspot ledges from behind while falling.
    • Buff Stone Scabbard's rising hit has a larger hitbox.
    • Buff Stone Scabbard's landing hit is significantly stronger, allowing it to KO within the 110% range at the edge.
    • Nerf 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:
    • Change Skyward Slash Dash's ascending trail is now orange instead of yellow.
    • Buff Skyward Slash Dash has significantly less startup lag (frame 24 → 14).
      • Buff This leaves the Swordfighter less vulnerable to attacks and functions much more like a surprise attack.
    • Buff Skyward Slash deals significantly higher total damage (12% → 21.2%).
  • Hero's Spin:
    • Change 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.
    • Change Aerial Hero's Spin's initial and final hits have redistributed damage values (4% (hit 1) → 3%, 4% → 5% (final hit).
      • Buff 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.
    • Buff Aerial Hero Spin now possesses hitboxes behind Mii Swordfighter on frames 11, 19, and 26.
    • Change Aerial Hero Spin's multihits have one large hitbox in place of three smaller ones (4u/4u/5u → 6u (hits 1-4).
    • Buff Aerial Hero Spin's final hit is slightly larger (7u → 7.5u).

Down specials

  • Blade Counter:
    • Change Blade Counter has a new visual effect, and now retaliates with an upward slash.
    • Buff The counter now causes opponents to recoil before the counterattack.
    • Buff 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.
    • Change 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:
    • Change Reversal Slash's graphic is now an S-shaped swirl, instead of a C-shaped slash.
    • Nerf Reversal Slash's damaging hitbox has more startup lag (frame 12 → 16). Its reflecting hitbox stays the same (frame 5).
    • Buff Reflected projectiles deal increased damage (1.5× → 1.8×), travel faster (1x → 1.5x) and last longer (duration multiplier 0.75x → 1).
    • Nerf 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.
    • Change 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:
    • Change Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.
    • Buff 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%).
    • Buff The tipper hitboxes takes priority over the blade hitboxes.
    • Buff 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.
    • Change Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.
    • Buff 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

  • Change Final Edge now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.
  • Buff Final Edge is performed significantly faster, generates more beams at once and is stronger than before potentially dealing high damage.
  • Nerf 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.