Welcome to Slicin' and Dicin', the thread dedicated to discussing Mii Swordfighter's special moves. The purpose of this thread is to talk the ins and outs of every one of Swordfighter's moves and how they work in conjunction with each other (and also as a more organized thread separate from the Custom Move Project thread).
To get a feel for how this thread will work out, we will talk about how every special move works for a couple of days, come to a conclusion and then move on to the next one. For every special move that reaches a conclusion, I will add it to the spoilers below:
That said, it would also be helpful to show examples of how every move works via video/gif/photo/etc. if possible.
To get a feel for how this thread will work out, we will talk about how every special move works for a couple of days, come to a conclusion and then move on to the next one. For every special move that reaches a conclusion, I will add it to the spoilers below:
- Multihit projectile with a windbox
- Beats out most non-transcendent projectiles.
- Can pop up the opponent for a nair/uair/fair for extra damage (not always guaranteed)
- It can be useful for edgeguarding and covering ledge/opponent landing options depending on positioning.
- Needs a commitment, characters with fast/aerial approach options can punish it if misused, good against characters with unreliable approach options.
- Works well with swordfighter's other moves.
- Widely MU dependent.
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- Like Marth's Shield Breaker, it gives you horizontal momentum when used in the air and fully charged.
- Can catch rolls and edgeguard
- Decent damage and knockback.
- Can be used with B-reverses and Wavebounces as a mixup.
- Good shield pressure, and a bit harder to punish when shielded.
- Goes upward like Ike's Aether and Kirby's Final Cutter
- Needs Airborne Assault or Slash Launcher to compensate for poor horizontal range
- Spike hitbox has a niche in trumping opponents hanging from the edge, or spiking anyone hanging from the edge without edge invincibility
- Similar to Link's spin attack
- Strong Oos option
- Decent vertical recovery, save jump due to poor horizontal recovery
- FF fair (first two hits) -> HS and Jab 1/2 -> HS are decent mixups
- Multihits don't connect well in the air, so it's best used as a grounded offensive option
- It serves as a reflector, making it useful in MUs against projectile heavy characters
- MU dependant, sometimes counter is the better option
- Can be used as an alternative means of gimping (only real way to gimp the Pits & RosaLuma)
- Can occasionally lead to a follow-up (do sparingly, not guaranteed)
- Similar to Falcon Kick and Wizard's Foot
- Mobility option, MU dependant
- Tip of sword is a sweetspot that does slightly more damage
- Can punish rolls
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