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mii swordfighter frame data

The shockwaves deal more damage as they reach their maximum distance. Swings the sword front to back before standing back up. The Mii Swordfighter's tilts, with the exception of forward tilt, are quite fast and are pretty reliable sources of damage and combo potential. However, they exchange these strengths for a variety of laggy finishers, a subpar grab game and average movement speed. This covers the Swordfighter's entire body.

Mii Brawler: 13) E-1-25 intangible / 55 total / -23 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total: 1-12 intangible / 14 total: Mii Swordfighter: 08) C: 1-24 intangible / 55 total / -24 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total: 1-12 intangible / 14 total: Mii Gunner: 06) B: 1-22 intangible / … 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. In the early metagame of Super Smash Bros. When used in the air, the Swordfighter launches at a downwards diagonal direction. This is a subreddit for people who main Mii Swordfighter in Super Smash Bros Wii U and 3DS. 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). Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. Skyward Slash Dash is a move similar to that of Fire Fox, allowing the Mii Swordfighter to have both increased distance and a trajectory that can mix up edgeguarding opponents. When landing, the Mii's sword will go through thin platforms, which damages opponents underneath but deals no knockback. Ultimate. Overall, this Final Smash acts like, •The enemy favors down specials in the air, •The enemy has super armor and is hard to launch or make flinch, •Left and right controls will suddenly reverse, •The enemy's melee weapons have increased power, •The enemy's magic attacks have increased power, •The enemy has increased attack power after a little while, Appears from a whirlwind similar to the appearance of, Point their sword towards the sky. my subreddits. 0.8% (hits 1 - 5, uncharged), 8% (hit 6, uncharged), 1.9% (hits 1 - 5, fully charged), 19.2% (hit 6, fully charged). Power Thrust takes longer to start in the air. Press question mark to learn the rest of the keyboard shortcuts. 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 Swordfighter rushes forward, stabbing forward as they do so. Creates a small tornado with a spinning slash and sends it forwards. Swings the sword around themselves while getting up. 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.

You're able to fall and still activate the hitbox after the animation ends. Additionally, the Mii Swordfighter arguably has the best recovery options out of the three Mii Fighters. In patch 3.0.0, Chakram and Gale Strike were nerfed again as well as Shuriken of Light, all dealing less shield damage much like many other projectiles in the game. Slashes in a circle while doing a corkscrew in the air. Aerial Hero's spin is the exact same as Link's Spin attack, but the grounded versions are slightly different. 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. Despite receiving more nerfs than buffs, the Mii Swordfighter's nerfs have not proven to be very significant due to most of them being universal, leaving them essentially as the same character as they were at launch. Standing grab is the fastest you can have. 4 to cancel charge with shield. The chakram can be lodged into the floor and walls, but cannot be picked up.

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. Steps forward and, with both arms, performs a two-handed downward slash. Functions like, 15% (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. In update 1.1.0, Chakram and Gale Strike became less effective for zoning due to their decreased range. Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. Mii Swordfighter striking Villager with his dash attack on Hyrule Castle. Outside of their strong projectiles, the Mii Swordfighter possesses a slew of fast and powerful normals. However, this does provide it with consistent KO potential. Finally, due to the changes to their specials, the Swordfighter's previously mediocre default moveset has been addressed with buffs, allowing them to function just as effectively with their default moveset. Ultimate. 12 frames to enter charge state.

Knocks the opponent away with a roundhouse kick. While only one of their special moves has been renamed (Slash Launcher is now Gale Stab), the majority of the Swordfighter's specials have significantly improved utility. IOS App. Each hit can be used to drag a recovering opponent offstage, since each hit is a rather weak meteor smash. Unlike most fighters, the Spirit for Mii Swordfighter only uses the default Swordfighter's artwork from Ultimate. Yes, but that's partly to account for the fact that it does only 4 damage. While their changes are not as drastic as the Mii Brawler (who received four entirely new special moves), the Swordfighter has nevertheless received an abundance of buffs (possibly as a result for being the lowest ranked Mii / newcomer in Super Smash Bros. 4). They have the most Spirit battles involving Legend Spirits (that being 2 battles). Mii Swordfighter has received some buffs on the other hand. It also deals heavy damage to shields, especially when charged. 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. New comments cannot be posted and votes cannot be cast, More posts from the MiiSwordfighterMains community, Continue browsing in r/MiiSwordfighterMains. While other moves had their hitbox sizes increased, there are not as many and most of them are special moves. Based off a recurring pose for most sword users in, The Mii Swordfighter has a purple background effect when using a Final Smash (similar to. Press J to jump to the feed. 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. Jab 1 6 19 -- Transitions to jab 2 as early as frame 9 3.0 7 4 -- … Mii Swordfighter is classified as fighter #52. Like the other Mii Fighters, the Mii Swordfighter now has set attributes, including middling weight (which is identical to that of a default-sized Mii Fighter in SSB4) alongside high air speed, but average or below-average stats otherwise (falling speed, air acceleration, walk speed, run speed). Much like the Mii Gunner, the Mii Swordfighter retains most of their previous moveset, with the majority of the Swordfighter's changes being alterations to how their moves behave.

Slashes in an arc above their heads. 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. They excel in mid-close range combat and ledgetrapping with the usage of Chakram and Gale Strike and can restrict projectile usage with Reversal Slash. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Gunner. It is a reliable followup from down tilt at low percents, and useful for damage-racking. Many now deal much higher damage, stronger knockback, or both (like Blurring Blade for example) giving the Swordfighter an abundance of powerful damage racking, KO options and fixing another of their former weaknesses. The Mii Swordfighter still retains some other glaring weaknesses, including below-average frame data for many of their ground moves, and extremely weak throws, both of which have not altered significantly from their transition to Ultimate (and in the case of their throws, have not been changed at all). No longer determinant on the weight given to whatever Mii they're based on, the Mii Swordfighter is now an average-height, semi-heavyweight fighter, being heavy as Cloud.

Frame Data Notes. Dsmash second hit is faster than most other swordfighters (Hits on frame 15 versus 21 for Link, Marth, Lucina, & Roy), Up b 3 aerial hitbox 9 is insane when it comes to knockback. Ultimate from July 13th, 2019 to December 15th, 2019. As a result, the Swordfighter arguably benefits the most from universal changes (in comparison to the other Mii Fighters), as many of their aerials can now start true combos and function as safe landing options, which is additionally beneficial due to their use of a disjointed weapon. 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.

Their set attributes also make their mobility, despite being buffed overall, average while still being mediocre compared to most other swordfighters. Very powerful when hitting clean, and the late hit can be used to initiate ground combos. NEW GAME PLUS: The ULTIMATE Overnight Experience, Massachusetts Smash Ultimate Power Rankings, Final Destination - Super Smash Bros. for 3DS / Wii U, Jungle Level Jazz Style (for 3DS / Wii U), Boss 1 - Sakura Samurai: Art of the Sword, https://www.ssbwiki.com/index.php?title=Mii_Swordfighter_(SSBU)&oldid=1476370. The range of the Final Smash covers all of Final Destination if used at the edge. One of the Mii Swordfighter's more reliable finishers due to its reach and quick startup, allowing it to wall out approaches. This Mii cannot be restored if deleted. However, their biggest nerf(s) are their decreased hitbox sizes for some of their default moveset. 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. If hit, the Swordfighter retaliates with a, The Swordfighter performs a slash, leaving an S-shaped rainbow-colored swirl. Functions identically to, The Swordfighter holds their sword in a reverse grip behind them. Like the other Miis, they now have set attributes, which make them easier to learn when playing against them. Acts like, 1.7% (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. A horizontal swipe. Dair only autocancels after frame 80, but thats a good thing since it's landing animation is what produces the hit box. In the mode itself, the default Mii Swordfighter can be fought in the small town square where Timmy and Tommy's is located, north-northeast of the first crossroads. For a swordfighter, they have one of (if not the worst) disjoints in the game. Mii Swordfighter taunting on Battlefield.

This is a subreddit for people who main Mii Swordfighter in Super Smash Bros Wii U and 3DS. If used in the air, the Mii will rise, performing multiple spinning slashes before ending with an outward slash. 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.

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