Slams the opponent on the ground.
Press J to jump to the feed. The Swordfighter has been given few changes throughout the game but has mainly received nerfs. 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. 4 to cancel charge with shield.
One of the Mii Swordfighter's more reliable finishers due to its reach and quick startup, allowing it to wall out approaches.
mii swordfighter Menu. The first two hits trap opponents into the final hit, which deals good knockback. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. Unlocking Mii Swordfighter in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". 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. From SmashWiki, the Super Smash Bros. wiki, This article is about Mii Swordfighter's appearance in.
Additionally, their grab game is subpar, though not to the same extent as Cloud. At low percents, it can combo into itself, much like the up tilts of, A low sword thrust along the ground, similar to. The range of the Final Smash covers all of Final Destination if used at the edge. 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. The first two slashes use the.
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In the early metagame of Super Smash Bros. Mii Swordfighter taunting on Battlefield. Tosses the enemy up and then performs a midair spinning slash to knock them away. 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. However, their biggest nerf(s) are their decreased hitbox sizes for some of their default moveset. Their edge attack has been given more range, patch 4.0.0 made Blurring Blade connect more reliably, and patch 7.0.0 increased Mii Swordfighter's shield size, making them the only Mii Fighter with this change. Jumps and performs two corkscrewing slashes over their head before touching the ground.
Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. This worsens Mii Swordfighter's spacing and disjoint while also making one of their main weaknesses more exploitable. You can act out of Fair before it autocancels. 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. This Mii cannot be restored if deleted.
The projectile is unique as it deals, 2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far). 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.
Stabs forward three times, each stab at a slightly higher angle than the last.
However, this does provide it with consistent KO potential. Outside of their strong projectiles, the Mii Swordfighter possesses a slew of fast and powerful normals. 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. RIP. However, if nothing is done during this period, the Swordfighter will enter the helpless state.
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. Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. 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.
Many of their swift normals simply have a lack of range in comparison to other swordfighters such as Lucina and Ike.
As in SSB4, Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. 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. Standing grab is the fastest you can have. 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. 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. Despite receiving more nerfs than buffs, the Mii Swordfighter's nerfs have not proven to be very significant due to most of them being universal, leaving them essentially as the same character as they were at launch. Overall, this Final Smash acts like, •The enemy favors down specials in the air, •The enemy has super armor and is hard to launch or make flinch, •Left and right controls will suddenly reverse, •The enemy's melee weapons have increased power, •The enemy's magic attacks have increased power, •The enemy has increased attack power after a little while, Appears from a whirlwind similar to the appearance of, Point their sword towards the sky.
Shuriken of Light can now lock opponents despite its lowered damage, and gains speed as it travels. Knocks the opponent away with a roundhouse kick. If used in midair, there is a period after the move concludes where the Swordfighter will be able to perform an additional action. 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. 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. Mii Swordfighter shielding on Mario Circuit. Travels a set distance in a light arc, allowing then to hit downed and low crouching opponents. 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. Note: All numbers are listed as base damage, without the 1v1 multiplier. 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.
Deals good knockback and has surprisingly high range, but suffers from high lag on both ends. Jab 1 6 19 -- Transitions to jab 2 as early as frame 9 3.0 7 4 -- … If inputted like a smash attack, it will fly faster with significantly increased range, speed and damage. Points the sword above their head and spins. Still good at killing though. 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. Ultimate from July 13th, 2019 to December 15th, 2019. 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. Has decent range and can function as a KO option near the sides of the stage at very high percents. This move is good for walling out approaches and initiating combos, and also for ledge trapping and edgeguarding. Curiously, the third swing deals a "punching" sound effect when it connects, instead of a slashing one. 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. 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. 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. Frame Data Notes. Steps forward and, with both arms, performs a two-handed downward slash. The Mii Swordfighter (Mii剣術タイプ, Mii Fencing Type) is a playable character in Super Smash Bros. 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). The chakram can be lodged into the floor and walls, but cannot be picked up. It also deals heavy damage to shields, especially when charged.
Mobile-friendly Frame Data for Mii Brawler in Super Smash Bros. The Mii Swordfighter's tilts, with the exception of forward tilt, are quite fast and are pretty reliable sources of damage and combo potential. Alongside their potent aerials and tilts are a set of powerful smash attacks and specials.
Mobile-friendly Frame Data for Mii Swordfighter in Super Smash Bros. Creates a small tornado with a spinning slash and sends it forwards. One of Mii Swordfighter's best throws since it can combo into neutral aerial, forward aerial and up aerial at low to mid percents.