Editing Mii Swordfighter (SSBU)

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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Front Slash ({{ja|前斬り|Zen Kiri}}) / Counter Slash ({{ja|返し斬り|Kaeshi Kiri}}) / Slash Up ({{ja|斬り上げ|Kaeshi Kiri}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Performs an inward slash, followed by an outward slash, and concluded with an upwards-arching slash. 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. Curiously, the third swing deals a "punching" sound effect when it connects, instead of a slashing one.
|neutraldesc=Performs an inward slash, followed by an outward slash, and concluded with an upwards-arching slash. 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. Curiously, the third swing deals a "punching" sound effect when it connects, instead of a slashing one.
|ftiltname=Side Slash ({{ja|横斬り|Yoko Kiri}})
|ftiltname= 
|ftiltdmg=12%
|ftiltdmg=12%
|ftiltdesc=A horizontal swipe. Has decent range and can function as a KO option near the sides of the stage at very high percents.
|ftiltdesc=A horizontal swipe. Has decent range and can function as a KO option near the sides of the stage at very high percents.
|utiltname=Upper Slash ({{ja|上方斬り|Kamigata Kiri}})
|utiltname= 
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Slashes in an arc above their heads. This covers the Swordfighter's entire body. At low percents, it can combo into itself, much like the up tilts of [[Young Link (SSBU)|the]] [[Toon Link (SSBU)|three]] [[Link (SSBU)|Links]]. At higher percents, it can combo into back or up aerials.
|utiltdesc=Slashes in an arc above their heads. This covers the Swordfighter's entire body. At low percents, it can combo into itself, much like the up tilts of [[Young Link (SSBU)|the]] [[Toon Link (SSBU)|three]] [[Link (SSBU)|Links]]. At higher percents, it can combo into back or up aerials.
|dtiltname=Shin Thrust ({{ja|すね突き|Sune Tsuki}})
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A low sword thrust along the ground, similar to {{SSBU|Marth}}'s down tilt. Has low ending lag, and launches opponents slightly upward. Great for starting combos, especially with forward aerial, though it has a very low hitbox duration.
|dtiltdesc=A low sword thrust along the ground, similar to {{SSBU|Marth}}'s down tilt. Has low ending lag, and launches opponents slightly upward. Great for starting combos, especially with forward aerial, though it has a very low hitbox duration.
|dashname=Dash Slash ({{ja|ダッシュ斬り|Dasshu Kiri}})
|dashname= 
|dashdmg=10%
|dashdmg=10%
|dashdesc=Performs an outward swipe while sliding forward. Does good knockback, but has noticeable ending lag.
|dashdesc=Performs an outward swipe while sliding forward. Does good knockback, but has noticeable ending lag.
|fsmashname=Full Power Slash ({{ja|全力斬り|Zenryoku Kiri}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (hilt), {{ChargedSmashDmgSSBU|15}} (blade), {{ChargedSmashDmgSSBU|16}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (hilt), {{ChargedSmashDmgSSBU|15}} (blade), {{ChargedSmashDmgSSBU|16}} (tip)
|fsmashdesc=Steps forward and, with both arms, performs a two-handed downward slash. Deals good knockback and has surprisingly high range, but suffers from high lag on both ends.
|fsmashdesc=Steps forward and, with both arms, performs a two-handed downward slash. Deals good knockback and has surprisingly high range, but suffers from high lag on both ends.
|usmashname=Double Slash ({{ja|斬撃二連|Zangeki Niren}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|7}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|7}} (hit 3)
|usmashdesc=Jumps and performs two corkscrewing slashes over their head before touching the ground. There is a hitbox in front of the Swordfighter just before the first slash comes out, which will hit opponents in front of the Swordfighter a total of three times. Anyone touching the back of the Swordfighter will only be hit twice.
|usmashdesc=Jumps and performs two corkscrewing slashes over their head before touching the ground. There is a hitbox in front of the Swordfighter just before the first slash comes out, which will hit opponents in front of the Swordfighter a total of three times. Anyone touching the back of the Swordfighter will only be hit twice.
|dsmashname=Low Altitude Double ({{ja|低空二連|Teikū Niren}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|15}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|15}} (back)
|dsmashdesc=Crouches and slashes low to the ground: first in front, and then behind. The rear hit is stronger than the front hit.
|dsmashdesc=Crouches and slashes low to the ground: first in front, and then behind. The rear hit is stronger than the front hit.
|nairname=Great Wheel Slash ({{ja|大車輪斬り|Dai Sharin Kiri}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdesc=Slashes in a circle while doing a corkscrew in the air. A good spacing and approach move that can be used to initiate combos when used close to the ground. 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.
|nairdesc=Slashes in a circle while doing a corkscrew in the air. A good spacing and approach move that can be used to initiate combos when used close to the ground. 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.
|fairname=Triple Thrust ({{ja|突き三連|Tuski Sanren}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|5}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|5}} (hit 3)
|fairdesc=Stabs forward three times, each stab at a slightly higher angle than the last. It is a reliable followup from down tilt at low percents, and useful for damage-racking. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes use the [[autolink angle]], which can be used to start ground combos.
|fairdesc=Stabs forward three times, each stab at a slightly higher angle than the last. It is a reliable followup from down tilt at low percents, and useful for damage-racking. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes use the [[autolink angle]], which can be used to start ground combos.
|bairname=Reverse Slash ({{ja|反転斬り|Hanten Kiri}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdesc=Spins to perform an extremely fast backwards slash. One of the Mii Swordfighter's more reliable finishers due to its reach and quick startup, and is a reliable tool for walling out approaches.
|bairdesc=Spins to perform an extremely fast backwards slash. One of the Mii Swordfighter's more reliable finishers due to its reach and quick startup, and is a reliable tool for walling out approaches.
|uairname=Upper Screw ({{ja|上方スクリュー|Kamigata Sukuryū}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdesc=Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.
|uairdesc=Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.
|dairname=Downward Screw ({{ja|下方スクリュー|Kahō Sukuryū}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-5), {{ShortHopDmgSSBU|5}} (hit 6)
|dairdesc=Spins while holding their sword beneath themselves, hitting multiple times like a drill. Upon landing, the landing impact will create a shockwave that launches opponents away. When used in the air, the final hit deals somewhat low set knockback. Each hit can be used to drag a recovering opponent offstage, since each hit is a rather weak meteor smash.
|dairdesc=Spins while holding their sword beneath themselves, hitting multiple times like a drill. Upon landing, the landing impact will create a shockwave that launches opponents away. When used in the air, the final hit deals somewhat low set knockback. Each hit can be used to drag a recovering opponent offstage, since each hit is a rather weak meteor smash.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches in front on them with their free hand.
|grabdesc=Reaches in front on them with their free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike.
|pummeldesc=A knee strike.
|fthrowname=Point-Blank Side Kick ({{ja|ゼロ距離サイドキック|Zero Kyori Saido Kikku}})
|fthrowname= 
|fthrowdmg=3% (kick), 3% (throw)
|fthrowdmg=3% (kick), 3% (throw)
|fthrowdesc=Front kicks the opponent away.
|fthrowdesc=Front kicks the opponent away.
|bthrowname=Point-Blank Spin Kick ({{ja|ゼロ距離スピンキック|Zero Kyori Supin Kikku}})
|bthrowname= 
|bthrowdmg=3% (kick), 3% (throw)
|bthrowdmg=3% (kick), 3% (throw)
|bthrowdesc=Knocks the opponent away with a roundhouse kick.
|bthrowdesc=Knocks the opponent away with a roundhouse kick.
|uthrowname=Jump Slash ({{ja|ジャンプ斬り|Janpu Kiri}})
|uthrowname= 
|uthrowdmg=2% (slash), 3% (throw)
|uthrowdmg=2% (slash), 3% (throw)
|uthrowdesc=Tosses the enemy up and then performs a midair spinning slash to knock them away. Possibly Mii Swordfighter’s worst throw due to dealing low damage and knockback as well as having too much end lag to make it a versatile combo starter.
|uthrowdesc=Tosses the enemy up and then performs a midair spinning slash to knock them away. Possibly Mii Swordfighter’s worst throw due to dealing low damage and knockback as well as having too much end lag to make it a versatile combo starter.
|dthrowname=Knock Down ({{ja|叩き落とし|Tataki Otoshi}})
|dthrowname= 
|dthrowdmg=2% (slam), 2% (throw)
|dthrowdmg=2% (slam), 2% (throw)
|dthrowdesc=Slams the opponent on the ground. One of Mii Swordfighter's best throws since it can combo into neutral aerial, forward aerial and up aerial at low to mid percents. Notably, it can confirm into an up aerial at high percents, making it a strong KO confirm.
|dthrowdesc=Slams the opponent on the ground. One of Mii Swordfighter's best throws since it can combo into neutral aerial, forward aerial and up aerial at low to mid percents. Notably, it can confirm into an up aerial at high percents, making it a strong KO confirm.

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