Editing Mii Swordfighter (SSB4)

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Although they possess the ability to keep opponents at a distance with their disjointed hitboxes, the Mii Swordfighter is particularly hampered by their previously mentioned mobility, along with unusually weak and punishable KO moves compared to other sword-wielding characters. Of all their attacks, their most reliable finishers are their forward and down smashes, forward tilt, up and back aerials, along with [[Blade Flurry]], [[Power Thrust]], and [[Hero's Spin]]. Many of these moves have high ending lag, making them highly [[punish]]able if missed. Because of their low mobility and laggy attacks, the Mii Swordfighter's moveset, especially on the ground, can be quite easy to punish, especially by quick, powerful characters like {{SSB4|Little Mac}}. The Mii Swordfighter is more at home in the air, thanks to their quicker aerial moves that can either be used for low-percentage combos or gimping, notably their neutral and forward aerial, two of their fastest moves, their surprisingly powerful up and back aerials which can KO at a respectable percentage, and their down aerial which can [[meteor smash]]. The Swordfighter also possesses the fastest grab out of any sword character, and one of the fastest in the game. They possess a decent combo game thanks to their moderately fast aerial attacks, throws, and down tilt, notably their down throw to up aerial or down tilt to neutral or forward air, although they lose viability once the opponent is above a certain percentage and require bad [[DI]] on the opponent's part when above these percentages.
Although they possess the ability to keep opponents at a distance with their disjointed hitboxes, the Mii Swordfighter is particularly hampered by their previously mentioned mobility, along with unusually weak and punishable KO moves compared to other sword-wielding characters. Of all their attacks, their most reliable finishers are their forward and down smashes, forward tilt, up and back aerials, along with [[Blade Flurry]], [[Power Thrust]], and [[Hero's Spin]]. Many of these moves have high ending lag, making them highly [[punish]]able if missed. Because of their low mobility and laggy attacks, the Mii Swordfighter's moveset, especially on the ground, can be quite easy to punish, especially by quick, powerful characters like {{SSB4|Little Mac}}. The Mii Swordfighter is more at home in the air, thanks to their quicker aerial moves that can either be used for low-percentage combos or gimping, notably their neutral and forward aerial, two of their fastest moves, their surprisingly powerful up and back aerials which can KO at a respectable percentage, and their down aerial which can [[meteor smash]]. The Swordfighter also possesses the fastest grab out of any sword character, and one of the fastest in the game. They possess a decent combo game thanks to their moderately fast aerial attacks, throws, and down tilt, notably their down throw to up aerial or down tilt to neutral or forward air, although they lose viability once the opponent is above a certain percentage and require bad [[DI]] on the opponent's part when above these percentages.


Regardless, to make up for the lack of mobility and power of the other Miis, the Mii Swordfighter comes packed with versatility in their special moves. The Mii Swordfighter is one of the few sword-wielding characters with access to projectiles, and is the only one to bear a [[reflect]]or. With three projectiles in its custom arsenal, the Swordfighter can be played as a solely camping character with their [[push]]-inducing and projectile-eating [[Gale Strike]], damage-over-distance [[Shuriken of Light]], or approach-hampering [[Chakram]], allowing them to pester opponents from a distance or force opponents into a bad position (especially with a small Mii, allowing them to quickly position themselves once needed). This defensive playstyle can be coupled with [[Power Thrust]], which allows the Mii Swordfighter to quickly move around the stage and punish mistimed [[roll]]s or [[air dodge]]s. [[Blade Flurry]] and [[Hero's Spin]] grant the Mii Swordfighter a few more finishing options that aid in their ability to efficiently and flexibly take off stocks, and they boast a [[counterattack]] in [[Blade Counter]] and a [[reverse]]r in [[Reversal Slash]] allows them to deter excessive use of melee attacks and projectiles alike. Their recovery can be improved with Hero's Spin, their overall most reliable recovery option, [[Airborne Assault]], which grants tremendous horizontal distance, and [[Skyward Slash Dash]], which has more trajectory control than any of their other recovery options. However, most of these moves have flaws of their own: Shuriken of Light fails to cause knockback at point blank range, and many of their projectiles are naturally dangerous to use up close. Outside of Airborne Assault's incredible horizontal recovery, the Mii Swordfigher's other horizontal recoveries, [[Slash Launcher]] and Skyward Slash Dash, give mediocre distance. [[Stone Scabbard]] gives high vertical distance, but presents too great a risk of [[self-destruct]]ing to properly compensate for its poor horizontal distance.
Regardless, to make up for the lack of mobility and power of the other Miis, the Mii Swordfighter comes packed with versatility in their special moves. The Mii Swordfighter is one of the few sword-wielding characters with access to projectiles, and is the only one to bear a [[reflect]]or. With three projectiles in its custom arsenal, the Swordfighter can be played as a solely camping character with their [[push]]-inducing and projectile-eating [[Gale Strike]], damage-over-distance [[Shuriken of Light]], or approach-hampering [[Chakram]], allowing them to pester opponents from a distance or force opponents into a bad position (especially with a small Mii, allowing them to quickly position themselves once needed). This defensive playstyle can be coupled with [[Power Thrust]], which allows the Mii Swordfighter to quickly move around the stage and punish mistimed [[rolls]] or [[air dodge]]s. [[Blade Flurry]] and [[Hero's Spin]] grant the Mii Swordfighter a few more finishing options that aid in their ability to efficiently and flexibly take off stocks, and they boast a [[counterattack]] in [[Blade Counter]] and a [[reverse]]r in [[Reversal Slash]] allows them to deter excessive use of melee attacks and projectiles alike. Their recovery can be improved with Hero's Spin, their overall most reliable recovery option, [[Airborne Assault]], which grants tremendous horizontal distance, and [[Skyward Slash Dash]], which has more trajectory control than any of their other recovery options. However, most of these moves have flaws of their own: Shuriken of Light fails to cause knockback at point blank range, and many of their projectiles are naturally dangerous to use up close. Outside of Airborne Assault's incredible horizontal recovery, the Mii Swordfigher's other horizontal recoveries, [[Slash Launcher]] and Skyward Slash Dash, give mediocre distance. [[Stone Scabbard]] gives high vertical distance, but presents too great a risk of [[self-destruct]]ing to properly compensate for its poor horizontal distance.


Overall, the Mii Swordfighter is a flexible fighter and can complement different playstyles depending on the custom moves employed. However, they are held back by their lack of KO setups and generally risky finishing options, along with a lack of competitive representation, although few dedicated players such as {{Sm|Trela}} have brought some degree of tournament success and continue to develop the character's metagame.
Overall, the Mii Swordfighter is a flexible fighter and can complement different playstyles depending on the custom moves employed. However, they are held back by their lack of KO setups and generally risky finishing options, along with a lack of competitive representation, although few dedicated players such as {{Sm|Trela}} have brought some degree of tournament success and continue to develop the character's metagame.

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