Super Smash Bros. Ultimate

Mii Swordfighter (SSBU)

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This article is about Mii Swordfighter's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeMii.
Mii Swordfighter
inSuper Smash Bros. Ultimate
Mii Swordfighter SSBU.png
SmashBrosSymbol.svg
UniverseSuper Smash Bros.
Other playable appearanceinSSB4


AvailabilityCustom
Final SmashFinal Edge
TierD (72)
Mii Swordfighter (SSBU)

TheMii Swordfighter (Mii剣術タイプ,Mii Fencing Type) is a playable character inSuper Smash Bros. Ultimate. They were confirmed as a playable character on June 12th, 2018, along with the otherMii Fighter types,Brawler andGunner. Mii Swordfighter is classified asFighter #52.

As with the other Mii Fighters, they have 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.

The Mii Swordfighter is currently ranked 72nd out of 82 on theUltimatetier list, placing them at the top of the D tier and making the Mii Swordfighter the lowest-ranking Mii Fighter in the game. This is a slight improvement over theirSuper Smash Bros. 4 iteration, which was 56th out of 57 on that game's third tier list before ultimately going unranked on the fourth. The Mii Swordfighter has the most balanced attributes out of the Miis, and access to a great set of custom moves; most of them have excellent synergy with each other, especially his projectilesGale Strike,Chakram andShuriken of Light, which reliably combo into other specials such asHero's Spin andPower Thrust. He is also one of the few weapon-using fighters with access to both a reflector (Reversal Slash) and a counterattack (Blade Counter), allowing for strategies against zoners and careless attackers. Finally, his recovery is strong, due to his good air speed and multitude of long-distance recovery options.

Despite his strengths, the Mii Swordfighter has some significant flaws. He has one of the shortest disjoints out of any swordfighter, yet possesses the same below-average frame data problems as his archetype, with most of his attacks (including all of his aerials) coming out after frame 10. This affects the safety and consistency of both his combo game and KO combos, and makes him struggle in disadvantage due to his lack of combo breakers. He also has arguably one of the worst sets of throws in the game, with all throws possessing low damage and almost no utility (with the exception of down throw, which is only notably useful for combos that include an aerial Hero's Spin). Combined, this gives a relative imbalance between the Swordfighter's normal and special movesets, which makes him quite reliant on his special attacks to find openings to compensate.

Competitive opinions for the Mii Swordfighter were highly optimistic during the early days ofUltimate due to their improved kit compared toSmash 4, to the point they were considered the best of the Mii Fighters. However, their flaws became apparent as the metagame evolved; along with a lack of representation and few notable buffs in balance patches, this has caused opinions to turn for the worse, to the point where they currently have one of the lowest playerbases of the cast (and the lowest out of the Mii Fighters), and have not made dramatic impacts on the competitive metagame.

Attributes[edit]

The Mii Swordfighter has had their physical attributes reworked to all be relatively average. No longer determinant on the weight given to whatever Mii they're based on, the Mii Swordfighter is now an average-height,mediumweight fighter, weighing the same asCloud. Their walk and running speed are fairly average, however they have a relatively high air speed and bear the distinction of being the only Mii Fighter who cannot wall jump. Being a Mii Fighter, the Mii Swordfighter's special moves are determinant on the player's choice, as each special move slot can hold one of three available moves. They possess a total of 12 special moves:Gale Strike,Shuriken of Light, andBlurring Blade (Neutral Special),Airborne Assault,Gale Stab, andChakram (Side Special),Stone Scabbard,Skyward Slash Dash, andHero's Spin (Up Special), andBlade Counter,Reversal Slash, andPower Thrust (Down Special).

One of the greatest strengths of the Mii Swordfighter is their extremely versatile and flexible set of specials, some of which are among the strongest moves in the game. Gale Strike and Chakram are fantastic projectiles which excel at distancing opponents, racking up damage, and edgeguarding. 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. 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. 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. Chakram is another potent projectile that is good for both initiating and deterring approaches. The smash input version is good for edgeguarding opponents with especially poor recoveries (i.e. Belmonts and Cloud) and the tilt input version allows the Mii Swordfighter to pressure the ledge and confirm into many different moves, providing them with two tools that establish a good defense-oriented playstyle. Along with being one of the few swordfighters that have access to projectiles, the Mii Swordfighter is also the only one that possesses a reflector in the form of Reversal Slash, which allows them to counter campy, projectile-heavy opponents as well. Additionally, Blade Counter, like other counters, can effectively edgeguard those who possess poor recoveries, though it isn't as effective for KO'ing near the side blast lines due to its' extensive vertical knockback. However, this does provide it with consistent KO potential.

Outside of their strong projectiles, the Mii Swordfighter possesses a few of fast and powerful normals. 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. Forward and neutral aerial both serve as average spacing tools, with forward air's multihits giving Mii Swordfighter several confirms on grounded opponents. Additionally, almost all of the Swordfighter's aerials can easily be comboed into from their down throw, giving the character extremely reliable damage from grabs. This, along with low aerial landing lag (with the exception of down aerial at 18 frames) results in the Mii Swordfighter having an above average aerial game due to most of their aerials being potential combo starters, while their down aerial, despite having weak set knockback, is great for gimping opponents with subpar recoveries alongside neutral and back aerial. The Mii Swordfighter's tilts, with the exception of forward tilt, are quite fast and are pretty reliable sources of damage and combo potential. Swordfighter's jab combo is relatively strong and launches at a very low angle, making it an option at setting up edgeguards and gimps. Their up tilt is generally used for juggling and starting combos at medium percentages, while their forward tilt and down tilt are more geared towards spacing and poking. The former is able to KO at mid-to-high percents near the ledge, making it a decent KO move, while the latter is safe on shield if spaced, can be used repeatedly without much risk, and reliably leads into combos at lower percents, making it another dependable combo starter the Swordfighter has.

Alongside their potent aerials and tilts are a set of powerful smash attacks and specials. 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.

Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. As inSSB4, Airborne Assault and Gale Stab both boast an incredible amount of horizontal distance while Stone Scabbard provides a high vertical distance. Skyward Slash Dash is a move similar to that ofFire Fox (with a difference being that it is disjointed), allowing the Mii Swordfighter to have both increased distance and a trajectory that can mix up edgeguarding opponents.

However, in spite of the variety of strengths that the Mii Swordfighter has, they are not without their weaknesses. For a swordfighter, they have one of the (if not the) worst disjoints in the game. Many of their swift normals simply have a lack of range in comparison to other swordfighters such as Lucina and Ike. 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. Sonic). While many of their specials have some form of use, there are a few that provide utility that's considered to be overshadowed compared to other specials, such as Gale Stab, which has trouble snapping to the ledge and has limited KO power and damage unless charged; and Blurring Blade, which suffers from being completely unsafe on shield, having to be charged to gain its high power, and not only sacrificing the use of two great projectiles to be used, but also having limited range itself. While Airborne Assault provides great recovery and sports surprising KO power, its "detection hitbox" mechanic means it will always lose hitbox trades and sometimes even miss opponents it should have hit, as well as being unsafe on shield, limiting its use to reading defensive options or poor aerial approaches, as well as situationally hitting ledge-hanging characters.

Furthermore, while many of the Mii Swordfighter's normals are good, their smash attacks are all very laggy and have generally poor reach, especially their up smash, which does not have a vacuum effect like that of Link, Samus, or the Mii Gunner while their good normals begin to lose their utility at higher percentages. Down tilt loses its' combo ability at mid percentages and up tilt is a fairly sluggish move against faster opponents. Additionally, their grab game is subpar, though not to the same extent asCloud. Aside from down throw, the Mii Swordfighter's throws offer mediocre utility, especially their up throw, which deals extremely low knockback and damage and has no true follow ups. Their throws also have mediocre KO power, with their strongest throw being back throw (which doesn't KO at around 180% at the edge of Final Destination). While Gale Strike and Chakram are still very good projectiles, their start and end lag are both substantial in comparison to other projectiles, making them unsafe to use up close, further exacerbating their struggle against faster characters and giving them a rather poor neutral. Lastly, while their recovery can be very flexible, some of them either offer poor distance or are quite linear, such as Stone Scabbard which provides no horizontal distance and poses a great risk of self destructing, and Hero's Spin, which while is a good out of shield option and has a very powerful final hit, exchanges said strengths for very poor distance.

Overall, the Mii Swordfighter is a jack of all trades amalgamation of all weapon based fighters. The ability to mix-and-match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic fighter, making Mii Swordfighter among the most unpredictable to fight against. Overall, they excel in mid-close range combat and are capable of walling out opponents, racking up damage, and securing a plethora of different kill confirms. However, they exchange these strengths for a variety of laggy finishers, lacking disjointed range, a subpar grab game and average movement speed.

Changes fromSuper Smash Bros. 4[edit]

The Mii Swordfighter has received a mix of buffs and nerfs in the transition fromSSB4 toUltimate, being overall buffed, though not enough to improve their standing.

Much like theMii Gunner, the Mii Swordfighter retains most of their previous moveset, with the majority of the Swordfighter's changes being alterations to their moveset's behavior. Like the other Mii Fighters, the Mii Swordfighter now has set attributes, including middlingweight (which is identical to that of a default-sized Mii Fighter inSSB4) alongside highair speed, but average or below-average stats otherwise (falling speed,air acceleration, andwalk andrun speed). As a result, the Swordfighter's role as the middle-ground Mii Fighter has been reinforced.

The Swordfighter has received noticeably few changes to their standard moveset, save forup smash now consisting of two slashes that can hit three times in front, and a newdash attack: a wide dashing slash. The biggest changes come from their alteredspecial moves; while only one of their special moves has been renamed (Slash Launcher is nowGale Stab), the majority of the Swordfighter's specials have significantly improved utility. Many now deal much higher damage, stronger knockback (or both, likeBlurring Blade for example), and/or have vastly improved utility, giving the Swordfighter a larger abundance of options and fixing another of their former weaknesses.Gale Strike now functions as a standard projectile, and hasfixed knockback with highhitstun, which combined with its higher damage makes it one of the most powerful combo initiators in the Swordfighter's arsenal.Shuriken of Light can nowlock opponents despite its lowered damage, and gains speed as it travels.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 anapproach-deterring and ledge-trapping tool.Airborne Assault now gives the Swordfighter a half-second window to preventhelplessness and deals more knockback.Stone Scabbard has increased recovery distance and is capable of KOing.Skyward Slash Dash has much faster startup, making it a safer recovery option.Blade Counter can now initiate combos at low percents, or KO effectively due to its vertical angle. Lastly,Reversal Slash reflects projectiles with much more strength and speed than ever before, turning it into a devastatingly powerful reflector.

A few of the universal changes are also benefitial for the Swordfighter. The universal increases in mobility slightly improves their approach, combined with the various buffs to their projectiles. The reductions tolanding lag on aerial attacks patches up the Swordfighter's notorious lag issues inSSB4, and allows many of their aerials to start combos and function as safe landing options. The changes toair dodges also improve their recovery and edgeguarding game.

However, the Mii Swordfighter has also received nerfs. Arguably the biggest ones are to their standard moveset's decreased hitbox sizes; while other moves had their hitbox sizes increased, they pale in comparison and most of them are special moves. This worsens Mii Swordfighter's spacing and disjoint while also making one of their main weaknesses more exploitable. Like the other Miis, they now have set attributes, which makes their mobility, despite being buffed overall, average while still being mediocre compared to most other swordfighters.

Overall, the Mii Swordfighter is now more flexible in their playstyle, with their buffs to their special moveset allowing them to adapt to either an aggressive or zoner playstyle depending on the matchup. However, the reductions to hitbox sizes forces them to approach and play just as carefully. The Mii Swordfighter also still retains some of their most glaring weaknesses, such as below-average frame data for many of their ground moves, and a weakgrab game, both of which have not altered significantly from their transition toUltimate (and in the case of their throws, have not been changed at all). In addition, various veterans have received buffs that are more impactful than theirs at launch, while game updates have both provided even more buffs to veterans that are more noticeable than the Swordfighter's own changes, and introduced newcomer DLC characters, some of which prove difficult to overcome. Because of this, while the Swordfighter is undeniably a better character than inSSB4, they have not significantly improved compared to the rest of the cast inUltimate, and are considered to be the weakest of the three Miis.

Aesthetics[edit]

  • Change Mii Swordfighter's name on UIs is now saidMii Swordfighter across all English versions of the game, rather thanMii Sword Fighter in PAL versions. Additionally, the Asian versions now useSmash 4's PAL name, replacing theMii Swordsman tag used in the Japanese version ofSmash 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 on 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[edit]

  • Buff Like all characters, the Mii Swordfighter'sjumpsquat 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 ofCloud. This is identical to that of a default sized Mii Fighter inSmash 4.
    • Nerf The Mii Swordfighterwalks 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 inSmash 4).
    • Buff Mii Swordfighterdashes faster (1.5 → 1.58).
      • Buff Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).
    • Buff Mii Swordfighter has slightly higherair acceleration (0.04 → 0.05).
    • Buff Mii Swordfighter has a significantly higherair speed (0.96 → 1.17), giving them the 18th highest air speed in the game (compared to 53-59th inSmash 4).
    • Change Mii Swordfighter has a slightly slowerfalling speed (1.6 → 1.55).
    • Change Mii Swordfighter's gravity is higher (0.096 → 0.106). This increases his vertical mobility, but worsens his recovery and survivability.

Ground attacks[edit]

  • Neutral attack:
    • Buff Like almost all characters, the first two hits of neutral attack can nowlock.
    • Buff Third hit of neutral attack launches at a lower angle (55° → 30°), improving its KO potential near an edge.
    • Buff Third hit of neutral attack has increased knockback (70 (base)/50 (scaling) → 75/70).
    • Nerf First hit of neutral attack does less damage (4% → 3%).
  • Forward tilt:
    • Nerf It has a shorter hitbox duration (frames 10-12 → 10-11), and its total duration was unchanged, slightly increasing its ending lag.
    • Nerf It has smaller hitboxes (3.5u → 2.7u). Although the z offsets were adjusted to compensate, the hitbox is narrower than before.
    • 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 toToon Link's.
    • Buff Dash attack has increased base knockback (80 → 87), and launches at a much lower angle (60° →361°), dramatically improving its KO potential.
    • Buff The move has a shorter total duration (FAF: 49 → 42), reducing the ending lag of the clean hit.
    • Buff It now carries a 1.6x shieldstun multiplier, improving its safety on shield, especially in combination with the previous change.
    • Nerf Dash attack has a much shorter duration (9-18 → 9-10).
    • Nerf It has less horizontal range, while despite the new animation, the vertical range is largely unchanged.
  • 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).
    • Nerf The smash attack charge point is 1 frame earlier (frame 5 → 4). This increases the delay between releasing the charge and the first hit coming out, and also makes it slightly harder to perform an uncharged down smash.

Aerial attacks[edit]

  • 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 increased base knockback (48 → 60).
    • Change The animation has been adjusted so that Mii Swordfighter holds the sword closer to his body for the first half of the swing, reducing the range. However, the outer hitbox on the sword has been positioned further outward (Y offset: 7 → 9.5), resulting in the latter half of the move having slightly more range.
  • 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 The first two hits now useset knockback, and have different launch angles and knockback values against grounded opponents. These changes make the hits combo into each other more consistently.
    • Buff It auto-cancels earlier (frame 51 → 48).
    • Change The third hit now always sends opponents in the direction Mii Swordfighter is facing.
  • 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.
    • Change It has altered hitboxes, using smaller extended hitboxes rather than larger unextended hitboxes.
  • Up aerial:
    • Buff The decreased landing lag of up aerial combined with Mii swordifghter's faster jump squat gives it noticeably improved 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).
    • Buff Down aerial autocancels earlier (frame 80 → 50). While this prevents the landing hitbox from coming out, the opponent will usually be able to escape it after this point anyway, so it is largely beneficial.
    • Buff The landing hitbox comes out earlier with a longer duration (frames 2-3 → 1-3).

Throws and other attacks[edit]

  • 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'spummel 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.
  • Forward throw:
  • Buff The first hit has a reduced hitlag multiplier (1.7x → 0.8x), allowing it to still execute quickly despiteUltimate's dramatically increased hitlag.
  • Change The first hit now launches bystanders away instead of up and behind Mii Swordfighter (angle: 110° → 40°).
  • 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 toMarth's.
    • Buff Down throw has been dramatically sped up, now throwing the opponent much faster (frame 40 → 16) with total duration compensated (FAF 58 → 34). The hitlag multiplier of the first hit has also been dramatically reduced to compensate for the increased hitlag inUltimate (1.8x → 0.9x). These changes make it harder for opponents to react to and DI down throw.
    • Buff Down throw has increased combo potential due to Mii Swordfighter's faster jumpsquat.
  • BuffEdge attack deals more damage (7% → 9%).

Special moves[edit]

Neutral specials[edit]

  • Gale Strike:
    • Buff Gale Strike now hasset knockback and higherhitlag (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 effectiveprojectiles 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 ofFinal Destination. It has also lost itspushing ability at the end, removing its utility to blow opponents and items away.
    • Change The gale now hastranscendent 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, dealsflame 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 toRoy'sFlare Blade, but it can only be reversed once.

Side specials[edit]

  • 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 accidentalself-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 bypasshelplessness 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'srecovery.
    • 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-hitBoomerang, 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 andedgeguard 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[edit]

  • 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 asSpin 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[edit]

  • Blade Counter:
    • ChangeBlade 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 toCounter 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 → 1x).
    • 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 toCape andSuper 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[edit]

  • ChangeFinal Edge now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.
  • Change The move's method of damaging opponents has been completely reworked. Rather than the beams being purely visual, and the move using large, stationary rehitting hitboxes, each individual beam is a projectile with its own hitbox. By comparison:
    • Buff It lasts longer, and hits more frequently, potentially doing more damage.
    • Change The projectiles start off weaker, but get stronger the longer they travel for, as compared to the previous version of the move, where the further away hitboxes were weaker instead.
    • Nerf The range no longer gradually increases, and the maximum range is shorter now than it was before.

Update history[edit]

Mii Swordfighter received the fewest changes in patches compared to the other Mii Fighters (due to not receiving any buffs or nerfs in patches 2.0.0 and 3.1.0 unlike the other Miis). The Swordfighter has been given few changes throughout the game but has mainly received nerfs. In patch 3.0.0, Chakram, Gale Strike, and Shuriken of Light were nerfed, as a result of all dealing less shield damage due to the overall nerf to projectiles from the patch.

On the other hand, Mii Swordfighter has received some buffs. In patch 3.0.0 and patch 4.0.0 respectively, their edge attack was given more range, and Blurring Blade was made to connect more reliably. In patch 7.0.0 increased Mii Swordfighter's shield size; They were the only Mii Fighter that received this change.

In patch 9.0.0, Mii Swordfighter received a buff to Hero's Spin, making the move connect with itself more reliably. This change was simply reverting a shadow nerf from 2.0.0 that caused Hero's Spin to not connect on the final hit unless the player moved backwards on their joystick for the last hit. Being an undocumented change, it was rumored to have been an accident, the rumor being supported by 9.0.0's hotfix of the move.

Patch 12.0.0, provided Mii Swordfighter with a handful of small buffs to some of his special moves. Airborne Assault deals 2% more damage and does more knockback, now becoming a decent KO move. Stone Scabbard's last hit does more damage and knockback. Blade Counter's intangibility starts 1 frame faster, has faster counter detection, and has less ending lag on activation. And finally, Power Thrust starts 2 frames faster.

As a result of these changes, Mii Swordfighter is a slightly better character than they were at launch.

Super Smash Bros. Ultimate1.1.0

  • NerfGale Strike has significantly less range (sustained frames 100 → 52), now travelling about half as far.
    • Buff However it travels faster (speed 0.55 → 0.65).
  • NerfChakram has significantly less range (sustained frames 45 → 23), now travelling about half as far.
  • BuffShuriken of Light has more range (life: 30 → 38).

Super Smash Bros. Ultimate2.0.0

  • Bug fix Fixed a game crash caused byDuck Hunt usingWild Gunman at the same time asGale Stab.
  • Bug introduced Corrupt data occurs if Mii Swordfighter and Duck Hunt play Century Smash together.

Super Smash Bros. Ultimate3.0.0

  • Buff Edge attack has more range.
  • NerfGale Strike deals less shield damage (0 → -6.5/-5.5/-5/-4.5 (clean/mid/late/latest)).
  • NerfShuriken of Light deals less shield damage (0 → -1/-1.5/-2.5/-3 (earliest/early/clean/late)).
  • NerfChakram deals less shield damage (0 → -0.5/-4 (tilt, per hit/smash)).

Super Smash Bros. Ultimate4.0.0

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased by 1.075×.

Super Smash Bros. Ultimate9.0.0

  • Buff AerialHero's Spin's third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.

Super Smash Bros. Ultimate11.0.0

  • Change Changed the length of vulnerability whencrumpling to be consistent with other fighters.

Super Smash Bros. Ultimate12.0.0

  • BuffAirborne Assault deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).
  • Buff Adjusted the behavior ofGale Stab such that Mii Swordfighter can now grab the ledge after hitting the target but before reaching the special fall state.
  • BuffStone Scabbard's landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).
  • BuffBlade Counter has less startup (frames 6-26 → 5-25), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).
  • BuffPower Thrust has less startup (frame 14 (grounded)/16 (aerial) → 12/14), with its total duration reduced as well (FAF 62/68/61 → 60/66/59).

Moveset[edit]

For a gallery of Mii Swordfighter's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackFront Slash (前斬り)
Counter Slash (返し斬り,Return Slash)
Slash Up (斬り上げ,Slashing Lift)
3%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.
3%
5%
Forward tiltSide Slash (横斬り)12%A horizontal swipe. Has decent range and can function as a KO option near the sides of the stage at very high percents.
Up tiltUpper Slash (上方斬り)7%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 ofthethreeLinks. At higher percents, it can combo into back or up aerials.
Down tiltShin Thrust/Stab (すね突き)8%A low sword thrust along the ground, similar toMarth'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.
Dash attackDash Slash (ダッシュ斬り)10%Performs an outward swipe while sliding forward. Does good knockback, but has noticeable ending lag.
Forward smashFull Power Slash (全力斬り)14% (hilt),15% (blade),16% (tip)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.
Up smashDouble Slash (斬撃二連,Slash Attack Double)4% (hit 1),3% (hit 2),7% (hit 3)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.
Down smashLow Altitude Double (低空二連)12% (front),15% (back)Crouches and slashes low to the ground: first in front, and then behind. The rear hit is stronger than the front hit.
Neutral aerialGreat Wheel Ring/Giant Swing Slash (大車輪斬り)8%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.
Forward aerialTriple Thrust (突き三連,Stabbing Triple)3% (hits 1 and 2),5% (hit 3)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 theautolink angle, which can be used to start ground combos.
Back aerialReverse/Inversion Slash (反転斬り)14%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. Can combo into Hero Spin at certain percent windows as a kill confirm.
Up aerialUpper Screw (上方スクリュー)16% (clean),10% (late)Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.
Down aerialDownward Screw (下方スクリュー)1.5% (hits 1-5),5% (hit 6)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.
GrabGrab (つかみ)Reaches in front on them with their free hand.
PummelGrab Kneebutt (つかみニーバット)1.3%A knee strike. Average power and speed.
Forward throwPoint-Blank Side Kick (ゼロ距離サイドキック,Zero Distance Side Kick)3% (kick), 3% (throw)Front kicks the opponent away.
Back throwPoint-Blank Spin Kick (ゼロ距離スピンキック,Zero Distance Spin Kick)3% (kick), 3% (throw)Knocks the opponent away with a roundhouse kick.
Up throwJump Slash (ジャンプ斬り)2% (slash), 3% (throw)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.
Down throwKnock Down (叩き落とし,Thrashing Dropper)2% (slam), 2% (throw)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 and Hero Spin at high percents, making it a strong KO confirm.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Swings the sword around themselves while getting up.
Floor attack (back)
Floor getups (back)
 7%Swings the sword in a back-to-front circle while getting up.
Floor attack (trip)
Floor getups (trip)
 5%Swings the sword front to back before standing back up.
Edge attack
Edge getups
 9%Climbs onto the stage and stabs forward.
Neutral specialDefaultGale Strike13% (clean), 11% (mid), 10% (late)Creates a small tornado with a spinning slash and sends it forwards. The tornado travels half the length of Final Destination, dealing less damage as it travels. The projectile is unique as it dealsset knockback, and as such retains the old knockback physics, giving it increasedhitstun. This makes it a potent combo initiator, allowing aerial followups at any percent range, commonly into up aerial or Hero's Spin. However, while unaffected by the opponent's percentage, the tornado's knockback will vary depending on their weight, making some follow ups practically guaranteed on heavier fighters and virtually impossible on lighter ones. Additionally, its excellent combo potential is offset by the move's slow startup, making it an overall poor projectile in neutral, though otherwise powerful when in the advantage. Oddly, the tornado will always causereeling, and in addition will always causetumble, regardless of how much knockback it deals. It also always breaks opponents out of beingfrozen.
Custom 1Shuriken of Light2% (close), 3.5% (mid), 5% (mid-far), 6.5% (far)Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping. The shurikens can lock at mid to long range. Functions better as a conventional projectile when compared to Gale Strike, though it sacrifices its potent combo ability as a result.
Custom 2Blurring Blade0.8% (hits 1 - 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 - 5, fully charged), 19.2% (hit 6, fully charged)The Swordfighter charges their sword, with the blade aflame, before stabbing with the sword forward multiple times and finishing with an upwards slash. The move can be reversed just before the attack is initiated. It deals very high knockback, allowing it to be a potent finisher or read. It also deals heavy damage to shields, especially when charged.
Side specialDefaultAirborne Assault14%Gets into a charge-like stance, then launches at the enemy, somersaulting with the blade. Travels a set distance in a light arc, allowing then to hit downed and low crouching opponents. If used on any kind of platform, the Swordfighter will stop at the edge. The Swordfighter will perform a high-arc frontflip upon clean contact, or a high backflip if hitting a shield, making approaching safe against direct retaliation like grabs; however, the Swordfighter cannot alter their momentum after hitting something, which can be punishable. If used in midair, there is a period after the move concludes where the Swordfighter will be able to perform an additional action. However, if nothing is done during this period, the Swordfighter will enter the helpless state. It is an overall excellent recovery move due to its strengths, and also deals solid damage and knockback, allowing it to act as a KO move.
Custom 1Gale Stab8% (uncharged), 18.5% (fully charged)The Swordfighter rushes forward, stabbing forward as they do so. If an opponent is hit, the Swordfighter will immediately slow down. The move as a whole functions similarly toQuick Draw, with the ability to charge the move for increased distance, damage, and knockback, as well as putting the Swordfighter into a helpless state when the move is ended in midair. At high charge, the move deals high knockback and functions as a KO move.
Custom 2Chakram1.1% (per hit, slow chakram), 8% (fast chakram)Throws a chakram as a projectile that can be angled and sent upwards, downwards, or straight forward. If inputted like a smash attack, it will fly faster with significantly increased range, speed and damage. 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. The chakram can be lodged into the floor and walls, but cannot be picked up. This move is good for walling out approaches and initiating combos, and also for ledge trapping and edgeguarding. 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.
Up specialDefaultStone Scabbard4% (hit 1), 3% (hit 2), 8% (hit 3), 3% (through platforms)Slashes upwards while jumping and then stabs downwards while falling. As a recovery, the Swordfighter gains a good distance both vertically and horizontally and can alter their momentum until they begin falling, after which they will plummet down and end up self-destructing if they do not grab a ledge. The first hit starts when the Swordfighter begins ascending, and the second hit is a meteor smash when they begin descending, though its low set knockback is intended to help drag opponents to the ground into the final hit. The landing hit deals high knockback and can KO at 110% near the sides of the stage, making it effective out of shield. When landing, the Mii's sword will go through thin platforms, which damages opponents underneath but deals no knockback. While it may seem effective forsacrificial KOs, Stone Scabbard is usually highly ineffective for this purpose due to the descending hit's low knockback and the speed the Swordfighter falls, which usually causes the Swordfighter to get KO'd before their opponent. However, it can work when used on characters with poor recoveries, or on ledgehanging opponents.
Custom 1Skyward Slash Dash2.2% (hit 1), 3% (hits 2 - 6), 4% (hit 7)After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick. It overall functions likeFalco'sFire Bird. Skyward Slash Dash grants more control over the Swordfighter's recovery direction compared to their other two up specials, and deals the most damage out of all of them. It also starts up quickly, making it effective out of shield or as a burst option. However, its final hit deals lackluster knockback; combined with its knockback angle, the move finds difficulty KOing even if it lands on extremely damaged opponents near the top blast lines, even at 200%. It can function as a risky KO offstage by dragging opponents towards the sides, though this will result in the Swordfighter self-destructing.
Custom 2Hero's Spin14%/13%/10%/7%/5% (ground, uncharged front), 12%/11%/8%/7%/5% (ground, uncharged back), 19.6%/18.2%/14%/12.5%/9.8% (ground, fully charged front), 16.8%/15.4%/12.6%/11.2%/9.8% (ground, fully charged back), 3% (air hit 1), 2% (air hits 2 - 4), 5% (air hit 5)When used on the ground, the Swordfighter spins with their sword held outward. If used in the air, the Mii will rise, performing multiple spinning slashes before ending with an outward slash. The ground variant can be charged to deal even more damage. Functions identically toSpin Attack, but with poorer vertical recovery in exchange for extremely high knockback on the final strike when used in the air, able to KO middleweights from as low as 50% when initiated from the edge and drifting outwards for the duration of the attack. Like Spin Attack, Hero's Spin is potent out of shield on the ground, and easily edgeguards against recovering opponents if the Swordfighter drops offstage and performs the move away from the ledge. It is also a common followup for Gale Strike, back aerial and down throw, although aerial Hero's Spin can be SDI'ed in certain scenarios to fall out.
Down specialDefaultBlade Counter1.5× (minimum 8%)The Swordfighter holds their sword in a reverse grip behind them. If hit, the Swordfighter retaliates with acounterattack, flourishing their sword before performing an upward slash, knocking opponents upward. This move has low endlag and, unlike most counterattacks, sends opponents at a vertical angle. As a result, it can be used to initiate combos at low percents against weak moves, although it can be lackluster for countering against recovering opponents, due to its vertical trajectory limiting its effectiveness near the sides of the stage. Unique to this counterattack is its ability to "stun" grounded opponents on hit at the start of the counter, as it will automatically cancel the opponent's move and cause them to reel backwards before the counterattack comes out.
Custom 1Reversal Slash6% (slash); 1.8× (reflection)The Swordfighter performs a slash, leaving an S-shaped rainbow-colored swirl. Functions likeMario's cape, as the slash reflects projectiles, flips nearby opponents, and the first use cause the Swordfighter to stall in midair. The damaging hitbox comes out after the reflecting hitbox, making it necessary to be used early if used for edgeguarding.
Custom 2Power Thrust15% (ground, clean sweetspot), 13% (ground, late sweetspot), 12% (ground, clean sourspot), 10% (ground, late sourspot), 13% (aerial, clean sweetspot), 11% (aerial, late sweetspot), 10% (aerial, clean sourspot), 8% (aerial, late sourspot), 7% (landing hit)The Swordfighter dashes forward quickly, stabbing with the sword. When used in the air, the Swordfighter launches at a downwards diagonal direction. The Swordfighter will stop at the ledge if it is performed on the ground. Acts likeFalcon Kick orWizard's Foot, though with a tipper mechanic: the tip of the sword deals more damage. Every stage of the move deals powerful knockback, especially the clean sweetspot, making it a strong KO move.
Final SmashFinal Edge1.8% (shockwave, close), 2.4% (shockwave, mid), 3% (shockwave, far)The Swordfighter gets into a combat stance, and then proceeds to perform a series of rapid slashes, releasing multicolored shockwaves. The shockwaves deal more damage as they reach their maximum distance. The range of the Final Smash covers all of Final Destination if used at the edge. Overall, this Final Smash acts likeMario Finale, as it attempts to overwhelm opponents with its sheer number of projectiles and drag them offstage, potentially gimping them or KOing them by dragging them to the side blast lines.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value1001.74 – Initial dash
1.58 – Run
1.070.110.00381.170.01 – Base
0.05 – Additional
0.1061.55 – Base
2.48Fast fall
328.3 - Base
12.3 -Short hop
28.35

Announcer call[edit]

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The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Appears from a whirlwind similar to the appearance ofGale Strike, and unsheathes their sword.
  • Mii Swordfighter's on-screen appearance

    Mii Swordfighter's on-screen appearance

Taunts[edit]

  • Up taunt: Whilst spinning, throws their sword upwards, which twirls in the air, then catches it and transitions into a defensive pose. If done repeatedly, the Swordfighter will slowly shift backward.
  • Side taunt: Spins their sword with a flourish before taking a stance, holding their sword in a reverse grip behind them.
  • Down taunt: Poses with their sword facing upwards while balancing on one foot. Based onLink's down taunt.
  • Mii Swordfighter's up taunt.

    Mii Swordfighter's up taunt.

  • Mii Swordfighter's side taunt.

    Mii Swordfighter's side taunt.

  • Mii Swordfighter's down taunt.

    Mii Swordfighter's down taunt.

Idle poses[edit]

  • Point their sword towards the sky. Based off a recurring pose for most sword users inSmash Bros.
  • Looks around cautiously.
  • Mii Swordfighter's first idle pose.

    Mii Swordfighter's first idle pose.

  • Mii Swordfighter's second idle pose.

    Mii Swordfighter's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionMii!Mii! Mii! Mii Mii Mii!Mi - i! Mi - i! *clap 4 times*Mii Mii! Een twee drie!Mii Mii Mii!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionMii Mii Mii!Mii! Mii! Rah - Rah - Rah!Mii! -- Mii! -- Mii!Mii! Mii! Mii Mii Mii!

Victory poses[edit]

  • Left: Raises their sword while spinning twice on one foot, performing a flourish. Afterward, they briefly enter into a one-handed inside stance before thrusting the sword outwards.
  • Up: Drops from the sky, plunging their sword into the ground. They then remove it whilst performing a flourishing spin, which is followed by an inverted roundhouse kick and poses with their sword pointing outwards.
  • Right: Performs a low-angled inwards slash, jumps up while spinning twice, and then does a low-angled outwards slash upon landing. Afterward, they bring their sword up towards their body and then poses with it lowered.
A portion ofLifelight, the main theme ofSuper Smash Bros. Ultimate.
  • MiiSwordfighterVictory1SSBU.gif
  • MiiSwordfighterVictory2SSBU.gif
  • MiiSwordfighterVictory3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Mii Swordfighter players (SSBU)

  • USA Anonymous Moniker - The best solo-Mii Swordfighter player in the early metagame, with notable regional performances such as 3rd atSmash Out 2018 overyeti, 9th atMidwest Mayhem Ultimate overvarun, and 13th atCombo Breaker 2019; these performances remain some of the best solo-Mii Swordfighter results despite only taking place in the game's first few months.
  • France Myollnir - Although he rarely competes, his 9th-place finish atTemple: Hermès Edition defeatingOryon andNeeroz is the best Mii Swordfighter major performance of all time. He was also ranked 113th on theOrionRank Ultimate: Eclipse, becoming the only solo-Mii Swordfighter player recognized by a global ranking.
  • France Susu - Though primarily known for playingSteve, he has developed a Mii Swordfighter secondary that he frequently uses alongside Steve. He is considered the best Mii Swordfighter player in the post-pandemic metagame, having used the character to defeat or help defeat several European players, includingcrêpe salée andRaflow atPlay Sorbonne Festival 2025 SSBU. In addition, he placed 25th atPort Priority 9 playing mostly Mii Swordfighter, the best Mii Swordfighter performance at a major since Myollnir's run at Temple. He was ranked 66th on theUltRank Delta 2025 with both characters.

Tier placement and history[edit]

In the early metagame ofSuper Smash Bros. Ultimate, many people believed that Mii Swordfighter had great potential to be a viable character due to having stronger frame data (with their aerials receiving the most notable changes) and better combo tools than the previous game. The significant buffs to their custom moves also stood out in particular compared to the other Mii Fighters, granting them a strong set of kill confirms (notably with Gale Strike and Chakram) and a much higher KO potential relative toSmash 4. This overall led to them being considered a high-tier character at best, and they were often regarded as the strongest of the Mii Fighters.

However as the meta advanced, opinions on Mii Swordfighter's viability plummeted. Their weaknesses were perceived to be worse than expected, as their lackluster disjointed range, below average speed and frame data for a swordfighter, a lack of moves with good frame data (such as down tilt) and lackluster throws (aside from down throw) altogether hindered their toolkit. This caused them to struggle against characters with a rushdown playstyle or significantly better disjoints. This is reflected in Mii Swordfighter's nonexistent playerbase; although Mii Swordfighter saw some success fromAnonymous Moniker in the early metagame,Myollnir in 2021, and as an online character/occasional offline pocket fromMiya in 2024, Mii Swordfighter remains one of the least represented characters in the metagame, ranking at or near the bottom in terms of representation since 2021. This low representation and poor reception is reflected in Mii Swordfighter's placements as they have not ranked above the D- tier out of the three officially released tier lists. Despite their lack of representation at top level, the character has placed higher at every proceeding tier list so far; they have been ranked 78th on the first, 76th on the second list, and 72nd on the third and current tier list, although this is mostly due to the reassessments of other fighters within the D tier and not because of metagame breakthroughs for Mii Swordfighter.

Role inWorld of Light[edit]

Finding Mii Swordfighter in World of Light

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 (exceptKirby) when Galeem unleashed his beams of light.

In the mode itself, the default Mii Swordfighter can be fought in the small town square whereTimmy andTommy's is located, north-northeast of the first crossroads.

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. This Mii cannot be restored if deleted.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
52
Mii Swordfighter SSBU.png
Mii Swordfighter
Shield
Shield
3,300Final DestinationFinal Destination - Super Smash Bros. for 3DS / Wii U

Spirit[edit]

Mii Swordfighter's fighter spirit is available periodically for purchase in the shop for 300 Gold, but only if the player has a Mii Swordfighter. Unlocking Mii Swordfighter in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for Mii Swordfighter only uses the default Swordfighter's artwork fromUltimate.

  • 1,091. Mii Swordfighter

    1,091.Mii Swordfighter

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
26
SSBU spirit Flying Squirrel Toad.png
Flying SquirrelToadSuper Mario Series•TailMii SwordfighterMii Swordfighter (SSBU) (Moveset2123, Super Mushroom Hat, Monkey Suit, High Voice Type 8)
Grab
3,700Mushroom Kingdom U (Ω form)N/A•The enemy favors down specials in the air
•The enemy has increased jump power
Ground Theme - New Super Mario Bros. U
548
SSBU spirit Hoopa (Confined).png
Hoopa (Confined)Pokémon SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset2332, Devil Horns, Standard Outfit, Black Outfit Color)
Grab
3,600Kalos Pokémon League (hazards off)•Item:Boomerang•The enemy favors side specials
•The enemy starts the battle with aSuper Launch Star
Battle! (Team Flare)
664
SSBU spirit Zelgius.png
ZelgiusFire Emblem SeriesMii SwordfighterMii Swordfighter (SSBU) (160 HP) (Moveset1211, Black Knight Helm, Black Knight Armor, Low Voice Type 5)
Attack
9,700Castle Siege (hazards off)N/A•The enemy has super armor and is hard to launch or make flinch
•The enemy's smash attacks have increased power
Stamina battle
Against the Dark KnightBlack Knight
723
SSBU spirit Viridi.png
ViridiKid Icarus SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset1232, Viridi Wig, Viridi Outfit, High Voice Type 6)
•GiantKirbyKirby (SSBU)
Attack
13,700Reset Bomb ForestN/A•Defeat the main fighter to win
•The enemy's special moves have increased power
•Timed battle (0:55)
Wrath of the Reset Bomb
739
SSBU spirit Ashley.png
AshleyWarioWare SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset1322, Ashley Wig, Ashley Outfit, High Voice Type 8)
•TinyRidleyRidley (SSBU)
Neutral
13,700WarioWare, Inc.•Assist Trophy Enemies (Ashley)
•Hazard: Left Is Right, Right Is Left
•Left and right controls will suddenly reverse
•Hostile assist trophies will appear
•Magic attacks aren't as effective against the enemy
Ashley's Song
956
SSBU spirit Dunban.png
DunbanXenoblade Chronicles SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset3123, Dunban Wig, Dunban Outfit, High Voice Type 1)
ShulkShulk (SSBU)
Shield
9,200Gaur Plain•Sudden Final Smash•Defeat the main fighter to win
•The enemy will suddenly have a Final Smash
•The enemy's melee weapons have increased power
You Will Know Our Names
1,079
SSBU spirit Sebastian Tute.png
Sebastian TuteWii MusicMii SwordfighterMii Swordfighter (SSBU) (Moveset2312, Prince's Crown, Butler Outfit)
Mii GunnerMii Gunner (SSBU) (Moveset2312, Saki Amamiya Wig, Steampunk Getup)
Mii BrawlerMii Brawler (SSBU) (Moveset2312, Isaac Wig, Toy-Con Outfit)
Grab
8,900Tomodachi Life (Battlefield form)N/A•Defeat the main fighter to win
•Only certain Pokémon will emerge from Poké Balls (Meloetta)
•Reinforcements will appear during the battle
Final Results - Wii Party U
1,128
Takamaru
TakamaruThe Mysterious Murasame CastleMii SwordfighterMii Swordfighter (SSBU) (Moveset3223, Takamaru Wig, Takamaru Outfit, Low Voice Type 1)
Attack
9,200Suzaku Castle (Battlefield form)•Assist Trophy Enemies (Takamaru)
•Item: Swords
•The enemy's melee weapons have increased power
•Hostile assist trophies will appear when the enemy's at high damage
•The enemy has increased move speed
The Mysterious Murasame Castle Medley
1,153
Lip
LipPanel de Pon SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset3122, Lip Wig, Lip Outfit, High Voice Type 4)
JigglypuffJigglypuff (SSBU)
Grab
9,200Garden of Hope (hazards off)•Flowery
•Item:Lip's Stick
•Defeat the main fighter to win
•You constantly take minor damage
•The enemy starts the battle with a Lip's Stick
Lip's Theme - Panel de Pon
1,168
from the game files
IsaacGolden Sun SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset1222, Isaac Wig, Isaac's Outfit, High Voice Type 1)
PalutenaPalutena (SSBU)
RobinRobin (SSBU)
RoyRoy (SSBU)
Grab
8,900Wuhu Island (Swaying Bridge)•Assist Trophy Enemies (Isaac)•The enemy's magic attacks have increased power
•Hostile assist trophies will appear
•Reinforcements will appear during the battle
Battle Scene / Final Boss - Golden Sun
1,219
SSBU spirit Elite Beat Agents.png
Elite Beat AgentsElite Beat Agents SeriesMii SwordfighterMii Swordfighter (SSBU)×3 (Moveset1111, None, Business Suit)
Shield
3,700Saffron City (hazards off)•Attack Power ↑•The enemy has increased attack power after a little whileEscape from the City
1,237
from the game's files
VinceArt Academy SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset3222, Vince's Hat, Vince's Outfit, Low Voice Type 11)
InklingInkling (SSBU)
Shield
3,500PictoChat 2•Assist Trophy Enemies (Vince)•Hostile assist trophies will appear
•Reinforcements will appear during the battle
Swan Lesson
1,340
SSBU spirit Mumbo Jumbo.png
Mumbo JumboBanjo-Kazooie Series•GoldMii SwordfighterMii Swordfighter (SSBU) (Moveset1231, Skull Kid's Hat, Ashley Outfit)
•Giant GoldR.O.B.R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR)
Grab
9,500Jungle Japes (hazards off)•Flowery•Defeat the main fighter to win
•You constantly take minor damage
•The enemy favors air attacks
Mumbo's Mountain
1,364
SSBU spirit Haohmaru.png
HaohmaruSAMURAI SHODOWN SeriesMii SwordfighterMii Swordfighter (SSBU) (160 HP) (Moveset1131, Takamaru Wig, Takamaru Outfit)
Attack
9,500Gerudo Valley (hazards off)•Attack Power ↑
•Item: Swords
Stamina battle
•The enemy has increased attack power when the enemy's at high damage
Gaia - SAMURAI SHODOWNTakamaru
1,401
SSBU spirit King Dice.png
King DiceCuphead•GiantMii SwordfighterMii Swordfighter (SSBU) (Moveset3211,Chibi-Robo Hat, Butler Outfit)
•TinyMr. Game & Watch TeamMr. Game & Watch (SSBU)×6
Grab
2,300WarioWare, Inc.N/A•Defeat the main fighter to win
•The enemy has super armor but moves slower
Jungle Level Jazz Style (for 3DS / Wii U)
Floral Fury[SB 1]
1,442
SSBU spirit Aerith.png
AerithFINAL FANTASY SeriesZeldaZelda (SSBU)
CloudCloud (SSBU)
Shield
7,500Fountain of Dreams•Health Recovery•Defeat the main fighter to win
•The enemy is healed after a little while
Aerith's Theme
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1312, Aerith's outfit, Normal Voice Type 6)[SB 1]
CloudCloud (SSBU)
1,456
SSBU spirit Seth & Gloria.png
Seth & GloriaBravely Default SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset:3223, Chrom Wig, Dunban Outfit)
ZeldaZelda (SSBU)
Shield
9,400Delfino Plaza (Large Island)•Health Recovery
•Defense ↑
•Item: Swords
•The enemy has increased defense after a little while
•The enemy is healed when the enemy's at high damage
•The enemy's melee blows will heal them when they hit
Jergingha - Planet Destruction FormSeth
1,467
SSBU spirit Arthur.png
ArthurGhosts 'n Goblins SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset2223, Black Knight Helm, Black Knight Armor)
RidleyRidley (SSBU)
Grab
9,500Spear Pillar (Battlefield form)•Item: Throwing Types•Defeat the main fighter to win
•Reinforcements will appear during the battle
Attack - Soma Bringer
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2223, Arthur's Helm, Arthur's Armor)[SB 1]
RidleyRidley (SSBU)
1,484
SSBU spirit Yoshimitsu.png
YoshimitsuTekken SeriesMii SwordfighterMii Swordfighter (SSBU) (200 HP) (Moveset2112, Bionic Helmet, Black Ninja Suit)
Attack
3,900Suzaku Castle (Ω form)•Health Recovery
•Sudden Damage
•All fighters take serious damage after a little while
Stamina battle
•The enemy loves to taunt
Into Nirvana
1,494
SSBU spirit Travis Touchdown.png
Travis TouchdownNo More Heroes SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset3132, Captain Falcon Helmet, Black SSB T-Shirt)
SheikSheik (SSBU)
PeachPeach (SSBU)
Attack
3,700Big Blue (Battlefield form)N/A•Defeat the main fighter to win
•The enemy favors special moves
•Reinforcements will appear during the battle
Live & Learn
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3132, Travis Wig, Travis Outfit)[SB 1]
SheikSheik (SSBU)
PeachPeach (SSBU)

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
43
SSBU spirit Shy Guy.png
Shy GuySuper Mario SeriesMii BrawlerMii Brawler (SSBU) (Moveset1311, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
•TailMii GunnerMii Gunner (SSBU) (Moveset3312, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1332, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Neutral
1,500Mushroom Kingdom II (Battlefield form)•Item: Throwing Types•The enemy favors neutral specials
•The enemy is easily distracted by items
Ground Theme - Super Mario Bros. 2Shy Guy
1,080
SSBU spirit Party Phil.png
Party PhilWii Party SeriesMii BrawlerMii Brawler (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Mii GunnerMii Gunner (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Shield
8,800WarioWare, Inc. (Battlefield form)Bob-omb Festival•Bob-ombs will rain from the sky
•Explosion attacks aren't as effective against the enemy
Final Results - Wii Party UMii
1,085
SSBU spirit Shinobu.png
ShinobuStreetPass Mii Plaza SeriesSheikSheik (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2123, Nia Wig, Ninja Suit)
Grab
1,500Golden Plains (hazards off)•Item:Bullet Bill•The enemy is easily distracted by itemsBoss 1 - Sakura Samurai: Art of the SwordMii
1,086
SSBU spirit Crispin.png
CrispinNorth America
GeoffPAL
StreetPass Mii Plaza SeriesLinkLink (SSBU)
•CurryMii SwordfighterMii Swordfighter (SSBU) (Moveset3123, Super Mushroom Hat, Standard Outfit, Normal Voice Type 7)
Shield
1,500Onett (Battlefield form)•Item:Food•Defeat the main fighter to win
•The enemy becomes more powerful after eating
•The enemy breathes fire
Personal Trainer: CookingMii
1,094
SSBU spirit Smash Ball.png
Smash BallSuper Smash Bros. SeriesMii BrawlerMii Brawler (SSBU) (Moveset3213, SSB T-shirt, Low Voice 9)
Mii GunnerMii Gunner (SSBU) (Moveset3113, SSB T-shirt, High Voice 2)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2332, SSB T-shirt, Normal Voice 5)
Grab
9,600Final Destination (Battlefield form)•Sudden Final Smash
•Item:Food
•Survive until the timer runs out (1:30)
•The enemy will suddenly have a Final Smash
•You'll get a Final Smash
Final DestinationMii Swordfighter
1,260
Nikki spirit card
NikkiSwapnote SeriesNorth America
Nintendo Letter Box SeriesPAL
Mii BrawlerMii Brawler (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)
Mii GunnerMii Gunner (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
Grab
8,900PictoChat 2 (Ω form)•Assist Trophy Enemies (Nikki)•Hostile assist trophies will appearMii PlazaNikki (Swordfighter)
1,413
SSBU spirit Hawkeye & Riesz.png
Hawkeye & RieszMana SeriesSheikSheik (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3223, Peach's Crown, Green Pirate Outfit, Type 4 Normal voice)
Grab
9,600Great Bay (hazards off)•Earthquake•Timed battle (1:30)
•Periodic earthquakes will shake the stage
•The enemy favors special moves
Dawn in the DesertRiesz
1,448
SSBU spirit The Turks & Rufus Shinra.png
The Turks & Rufus ShinraFINAL FANTASY SeriesRobinRobin (SSBU)
Mii GunnerMii Gunner (SSBU)×2 (Moveset2223, Business Suit - White)
Mii BrawlerMii Brawler (SSBU) (Moveset2123, Business Suit - White)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2123, Business Suit - White)
Grab
7,700Fourside (Battlefield form)•Item: Exploding Types•Reinforcements will appear after an enemy is KO'd
•Reinforcements will appear during the battle
•The enemy starts the battle with aSteel Diver
Those Who Fight (AC Version)Reno
1,455
SSBU spirit Master Kohga.png
Master KohgaThe Legend of Zelda SeriesKing K. RoolKing K. Rool (SSBU)
•GiantMii SwordfighterMii Swordfighter (SSBU) (Moveset2133, Yiga Clan Mask, Yiga Clan Outfit)
Attack
3,400Suzaku Castle (Battlefield form)•Item:Banana Peel•Defeat the main fighter to win
•The enemy favors neutral specials
•Reinforcements will appear during the battle
Woodlands - The Legend of Zelda: Tri Force HeroesSooga
1,469
SSBU spirit Palamute.png
PalamuteMONSTER HUNTER SeriesDuck HuntDuck Hunt (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Ninja Headband, Black Ninja Suit)
Grab
3,400Gaur Plain (hazards off)•Move Speed ↑•The enemy has increased move speed when the enemy's at high damage
•The enemy favors dash attacks
•The enemy starts the battle with a Killing Edge
Proof of a Hero ~ 4VersionMonster Hunter
Duck HuntDuck Hunt (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Hunter's Helm, Hunter's Mail)[SB 1]
1,487
SSBU spirit Razewing Ratha.png
Razewing RathaMONSTER HUNTER SeriesCharizardCharizard (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Ninja Headband, Brown Standard Outfit)
Neutral
9,500Gaur Plain (Battlefield form)•Attack Power ↑•The enemy has increased attack power after a little whileProof of a Hero ~ 4VersionMonster Hunter (Leo)
CharizardCharizard (SSBU)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset3133, Rathalos Helm, Rathalos Mail)[SB 1]
  1. ^abcdefThis alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Compared to the other Miis:
    • The Mii Swordfighter has a purple background effect when using a Final Smash (similar toDark Pit's background effect) as opposed to having a blue effect.
    • They use differentVictory poses in team battles.
    • They have the most Spirit Battles involving Legend spirits (that being 2 battles).
    • They have the lowest jump height and no wall jump.
  • The Mii Swordfighter is the first swordfighter that possesses a reflector, in this case,Reversal Slash; after them isHero, who has Bounce as one of hisCommand Selection spells, andSora, whoseCounterattack special can reflect projectiles in addition to its normal use.
  • Like inSmash 4, all of the Mii Swordfighter's chargeable special moves share the same charging sound.
  • The Mii Swordfighter is one of the three characters to share the same downtaunt pose, the other two beingLink andLucario.
  • Mii Swordfighter’s pose in the group artwork forUltimate resembles the third hit of itsforward aerial.
  • As in the previous game, the Swordfighter's sword trails will change with the equipped costume, but with more variance in the different trails. Most generic outfits give the sword blue-and-white trails as it is swung, and costumes based on certain characters will often change to match the sword's color. The Lloyd, Dante, Black Knight, and Persona Protagonist costumes give unique trails that are different from the sword's color.
  • WhenKirbyinhales the Mii Swordfighter, the appearance of the sword Kirby uses is retained from the default Mii Swordfighter outfit fromSuper Smash Bros. 4.


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Super Smash Bros. (universe)Super Smash Bros. universe
FightersMii Fighter (SSB4(Mii Brawler ·Mii Swordfighter ·Mii Gunner)) ·SSBU(Mii Brawler ·Mii Swordfighter ·Mii Gunner))
Fighter variantsFighting Polygon Team ·Fighting Wire Frames ·Fighting Alloy Team ·Fighting Mii Team ·False characters
BossesMaster Hand (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Crazy Hand (SSBM ·SSBB ·SSB4 ·SSBU) ·Giga Bowser ·Galleom ·Duon ·Tabuu ·Master Core ·Galeem ·Dharkon
StagesMeta Crystal ·Duel Zone ·Battlefield (SSBM ·SSBB ·SSB4 ·SSBU) ·Final Destination (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Big Battlefield (SSB4 ·SSBU) ·Small Battlefield ·Home-Run Stadium ·Target Blast Stadium ·Controls test stage ·Training
ItemsBeam Sword ·Home-Run Bat ·Fan ·Bumper ·Ray Gun ·Motion-Sensor Bomb ·Crate ·Barrel ·Capsule ·Egg ·Food ·Party Ball ·Smash Ball ·Assist Trophy ·Sandbag ·Gooey Bomb ·Cracker Launcher ·Smoke Ball ·Blast Box ·Team Healer ·Timer ·Drill ·Banana Gun ·Beastball ·Black Hole ·Healing Field ·Healing Sprout ·Rage Blaster ·Fake Smash Ball
Trophies andSpiritsTrophies (SSBM ·SSBB (SSE) ·SSB4) ·Spirits
MusicBrawl (Past) ·SSB4 ·Ultimate