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The Mii Sword Arts

Game Versions
Smash 3DS, Smash Wii U
Table of contents:
1: intro
2: discussion and opinion of each move
2.1: ground moves
2.2: smashes
2.3: aerials
2.4: throws
2.5: specials
3: General stats and pros and cons.
3.1 jump height
3.2 movement speed
3.3 pros and cons
4: General strategy
5: End

When I look around on this site about opinions of the Mii Swordfighter, they are all quite negative or people have no idea what they're talking about. I'll show you that this character can be a very solid choice if used correctly and with the right tools at hand.

if you're looking for what kind of playstyle Mii swordfighter encourages, check out pro's, cons and General strategy for that. The short version though, is that he's a swordplay character that is comfortable at close range with long range spacing tools. He can do both if you want.

I also tested the various heights and wideness you can use for Mii swordfighter. The effects of height are as follows:
  1. the more height, the more range your normals have. The difference between the shortest and the tallest is the length of about a quarter of the height of a lower platform on Battlefield.
  2. The more height, the more lag your normals have. It's an estimation, but the difference in frames of lag between shortest and tallest is about 5-7 frames (on Utilt at least). That's quite a big deal.
  3. the less height, the higher you jump. Shortest Mii's jump 1.2x the height of tallest ones when counting both jumps. That can make the difference between life and death sometimes.
  4. the taller the Mii, the slower he is. The difference in run speed is not that big, but still noticable.
  5. Taller Miis roll farther. It's not a big distance; about one thin Mii in width further. They do have more lag on their rolls though.
  6. Taller Miis have a bigger grab range. It's the tummy of a thinnest mii bigger, which isn't much.
  7. And finally the obvious one: if you're taller, your hurtbox is bigger and you can get combo'd way harder.
Thus the short Miis have their advantages, but the range reduction makes tiny SF into a CQC character that doesn't fit well with his overall toolkit. It's sizes are banned now too, so you don't have to think about it too much.

Now on to what weight does for Mii swordfighter:
  1. Fattest Miis deal 1% more damage on their normals than thinnest Mii's.
  2. The more weight, the slower the Mii is. This difference is pretty big. Thinnest Miis can run from one side of Battlefield to the next a second faster than Fattest Mii's can do it.
  3. Thinnest Miis jump higher than fattest Miis. They can jump about 1.5 times higher.
  4. Fattest Miis can survive getting KO'd off the top for about 5% longer. If someone Upsmashes or Uairs you, Fat miis are in the advantage in comparison. Their horizontal air speed is still the same though.
  5. The hitboxes of fattest Mii's look bigger, even though they're not. What I mean is that the sword is made bigger, but not the hitboxes. So fat Mii's have a small part of the end of their sword that has no hitbox. This can fake out your opponent, thinking that you can hit further than you actually can.
  6. Fattest Miis have less and smaller kill confirm ranges with D-throw to Uair than thinnest ones.This is simply tied to the fact that thinnest Mii's can run faster and jump higher.
The conclusion I draw from this, is that thinnest Miis are better. The speed and jump height increase helps a lot with approaching, combo's and punishes. It's not worth the minor advantage of 1% extra damage per hit or faking out the opponent. They will find out about that soon enough. Again, this is only to explain what it does for people who were just wondering about it.
Some of the numbers I stated might not be completely accurate, since I measured by eye and custom stage blocks. They should be pretty close though.

This is now updated to version 1.1.6, the last version Sakurai said he'd make and thus the latest version.

Anyway, on to the moves!

2: Discussion and description of moves

2.1: ground moves



Mii slashes with the sword three times, the first inflicting 3%, the second 2% and the third 4%, which makes 11% total of the full combo. It deals 12% total every other time without staling, because the number is more like 11.58% total.
The third slash has decent knockback for a jab and the first two slashes have almost no lag, though the third slash has enough lag to be punished if you happen to miss.
This is a good way to keep your opponent at a distance in close quarters and to rack up damage, but if you need more knockback and not as much damage, use down tilt.

You can use jab 1 at nearly any percent to get a possible follow-up like a grab, Dash Attack or D-smash.They are not guaranteed, but it is possible as a mix-up because the only way to beat DA or Dsmash is by shielding it, but grab beats shield.
So if they think you're going to grab, they'll spotdodge or roll. If you know and can read that they will spotdodge, feel free to charge that Dsmash and punish. If you know they will shield, grab them. If they don't know this and do nothing, Dsmash or grab, your choice. Rolling towards you is also covered by Dsmash and rolling away can be tech chased with a grab. You will have to read these options or condition them for this setup to work. This is most useful at higher percents, since it can lead to a KO in both scenario's.


Mii slashes upwards, dealing 6.7%. Without staling, the move will deal 6% then 7% twice then 6% again. The game always rounds it down. It has a medium sized hitbox, hitting everywhere except below the Mii with decent-low range. It is much like Link's up tilt. The hitbox behind Mii is slightly larger than the one in front, so he has more range there.
It doesn't have much knockback, making it great to start up combos, most notibly it combos well into itself at low %, possibly dealing 21% before the opponent can DI or jump out of it. After 35%, it has too much knockback to combo into itself for small to medium weight opponents.
Past this it can combo into an Uair, but they can airdodge it. This is a frame trap, because if they do airdodge, they will suffer enough lag for you to fastfall and do another Utilt or two. This can repeat until they eat an Uair or go past 50% on medium weights at which point they can jump out. If they tried it before, tech chase with Uair, it's very likely to hit if they do it then.
The lag isn't too bad, only punishable when it misses, and even then it is difficult to punish, making this a very safe move. Be sure you space it well though.


Mii slashes forward dealing 11%, identical damage to a jab combo. The hitbox is only directly forward of the mii and it has the same amount of lag as Utilt. you slash in the wrong direction or just miss, it might be punished. It does have very decent knockback as far as tilts go, so its main purpose is to punish opponents or stopping direct approaches. As such, I recommend using it for that. The knockback is straight horizontal and past 130% this can start killing on lightweights, especially near the ledge.


Mii stabs forward across the ground, dealing 7.7%. The hitbox is positioned quite low to the ground.
It is very fast, so hitting isn't as difficult as it sounds. It has just as much knockback as forward tilt, knocking the opponent forward and and a bit upward. It has little lag, so again, only misses can be punished and even then it is difficult to punish.
The range a bit less than Ftilt, but better than Utilt horizontally. Given its speed, I recommend using this instead of forward tilt when not sure if you will hit. It is one the safest moves Mii swordfighter has, so feel free to spam it if you want to.

At low percents, this can combo into Dash Attack, grab, Fair, Nair and perhaps a RAR Bair. At 0-10%, you can perfect pivot an Utilt after a D-tilt and combo the moves that way. You can also combo a Nair or Fair from it at low percents. At Mid percents the combo is no longer true, but the knockback is good enough at that point to start thinking about edgeguards or juggles as it's likely to knock the opponent towards the ledge or above SF.


Mii runs and slides forward while sticking out his sword, dealing 9.6%.

This is a decently good move. The hitbox stays out quite some time, but if only the tip of the sword connects, the attack does 5.7% instead. The knockback is still quite similar, but it's a lot weaker in comparison at high percent. Speaking of which, the knockback is quite good. It knocks the opponent diagonally forward-up. It's not very good for combos, but it is the fastest and safest way to punish opponents. Its use for approaching is great too, though care should be taken the attack doesn't get dodged or shielded, because that would leave you punishable.

Overall I find myself using this move a lot, because since the hitbox stays out for so long and it is easily performed fast, so it is an easy way to hit the opponent. There are stronger ways to punish, but those are more difficult to pull off.

2.2: smashes


Mii slashes across the ground in front of him and behind him. Airborne opponents won't be hit, at least it's very unlikely to. The slash in front deals 11.6%, 16% when fully charged, and has little knockback for a smash, but the lag is too big to follow up with other moves to combo. The backward slash deals 14%, 21% fully charged, having more knockback than the forward one.
This is Mii's fastest smash and it's also the weakest in terms of power, but it can depend on your position whether this or Usmash will kill earlier.
It's really good to cover rolls too, but you'll need a good read for that to work.

If you read a neutral getup from the ledge, you can actually punish it with this move if you time it right. If you're standing on the ledge when you do this, you'll actually hit with both hits on most characters, especially if they have big hurtboxes. This way, you'll deal a staggering 27% and if you were facing back to the ledge, that's likely to be the kill since the back hit hits last and always knocks opponents behind you. Do note that this leads to earlier kills simply because you dealt more damage before hitting with the big final blow.
I'll list the KO percent ranges at which it starts killing, tested on FD with me DI'ing the CPU towards the stage:

From the edge of the stage with light characters, forward hit:
113-117% uncharged, 80-84% fully charged.
From the middle of the stage with light characters, forward hit:
150-154% uncharged, 109-113% fully charged.
From the edge of the stage with light characters, back hit:
90-95% uncharged, 57-62% fully charged.
From the middle of the stage with light characters, back hit:
121-125% uncharged, 79-85% fully charged.

From the edge of the stage for medium weight characters, forward hit:
130-135% uncharged, 95-99% fully charged.
From the middle of the stage with medium weight characters, forward hit:
170-178% uncharged, 120-126% fully charged.
From the edge of the stage for medium weight characters, back hit:
110-119% uncharged, 77-85% fully charged.
From the middle of the stage for medium weight characters, back hit:
145-153% uncharged, 100-115% fully charged.

From the edge of the stage for heavy characters, forward hit:
155-165% uncharged, 115-130% fully charged.
From the middle of the stage for heavy characters, forward hit:
200-220% uncharged, 143-150% fully charged
From the edge of the stage for heavy characters, back hit:
126-130% uncharged, 90-97% fully charged.
From the middle of the stage for heavy characters, back hit:
166-175% uncharged, 117-125% fully charged.

Note that these percents can be inaccurate as factors such as staling and rage were not tested. They are just there to give you a good idea when you can KO with this move.

D-smash also has another useful purpose, which is to break shields. Most Mii mains all know of this setup: jab 1 + 2 to perfect pivot D-smash. It doesn't break a completely healthy shield, but if the shield is even slightly below its max health, this will break it. The reason it works, is because both hits of D-smash can hit the shield after a perfect pivot. Of course, you'll need a smash stick or Bidou to even perform this.



This is one of your three main kill moves. It has the almost the same hitbox as forward tilt and even looks similar, though it has a bit more range. It deals 14.6% to 20% fully charged and has very good knockback. It has the most lag of any of Mii's moves (barring some horrible specials), so be careful when using it. Generally it's your standard definition of a smash. This move also kills the earliest out of any other move, so If you're looking for as early kills as Mii Swordfighter can muster excluding gimps, this move is the one you'll have to use.

Again I'll list when this move starts scoring stocks.

From the edge of the stage with light characters:
86-92% without charge, 54-65% fully charged.
From the middle of the stage with light characters:
105-112% without charge, 75-87% fully charged.

From the edge of the stage for medium weight characters:
100-110% without charge, 62-70% fully charged.
From the middle of the stage for medium weight characters:
108-115% without charge, 87-90% fully charged.

From the edge of the stage for heavy characters:
106-110% without charge, 71-80% fully charged.
From the middle of the stage for heavy characters:
135-143% without charge, 90-100% fully charged.


Mii slashes upward three times, much like Link does. Unlike Link though, the hitbox is only close in front of Mii, not behind him and has a medium range above Mii. It also lasts nowhere near as long. Because the hitbox isn't behind Mii, the player should put extra care in its use. Note that if you hit in front of Mii, it actually hits four times.
It deals 13% total without charge or the fourth hit, 16.6% total with the fourth hit uncharged, 17% fully charged without the fourth hit and 22.6% fully charged with the fourth hit.

This makes this move the most powerful that Mii swordfighter has damage wise, but not in knockback. It has just a little less lag than forward smash, but it does last longer so missing with this is worse than missing with F-smash. This move is best reserved as an anti-air. Bot don't challenge Dairs such as Cloud's with it. That thing has too much range. It can kill, but not as good as F-smash and since there is no hitbox behind Mii, F-smash is usually preferred.

It's also possible for you opponent to DI and jump out of the last hit, the KO'ing hit, if the first hits were at the tip. So even if your opponent is airborne, take care to time it well so that it's closer to Mii. That does mean that some Dairs from some characters as previously mentioned outprioritize this move, so learn those matchups when it comes to this move. As always with smashes, use with care.

Note that the fourth hit does affect the kill range, but only very slighty, with a difference of 5% or so. Whether or not it is performed on a higher platform also affects this by about 5%, but I don't think it is likely to make a difference in a match. This is why I don't count this as a variable in the kill range. So here are the kill ranges tested with the same conditions as with forward smash:

On light characters:
108-118% uncharged, 76-86% fully charged.
On medium weight characters:
125-135% uncharged, 92-105% fully charged.
On heavy characters:
140-150% uncharged, 101-110% fully charged.

2.3: aerials



Mii stabs forward three times, the first dealing 2% and the last two 4%. making 10% total.
The third hit has very decent knockback, giving Mii another tool to effectively stop approaches. It's actually not that bad of a move to approach with yourself as long as you hit with the third hit, though of course missing will leave you punishable.
The landing lag isn't too bad, lasting about .5 seconds. There is almost no startup lag, so it can be used quickly. Since there are three stabs, the attack lasts the second longest of any aerials so it is easier to hit with.
It also auto-cancels. This can lead into several follow-ups, most notably d-tilt. If it is spaced at max range, it is safe on shield so it works well for approaches.

Generally, you'll want to use this to knock your opponent back while they are in the air. It has a great use off stage, possibly KO'ing if the opponent is far enough off stage or has enough damage. This makes it a great edgeguard move too. it's not as lethal like some other aerials in the game, but the right use brings the best results.
It can KO around 150% or 130% near the ledge.


Mii slashes backwards, dealing 13.4%.
It is a very quick move, much faster than forward air. Thus, the hitbox doesn't last as long, nor does this move have the same good range forward air has.
This is more of a defensive move. Because of its speed, it is difficult to punish if it hits or is spaced far outside of its range, making it great for retreating. There is very little knockback too in the beginning, but in this case it can't lead to many combos. I've tried it, but it's just not that good for that.

It is actually Mii swordfighters fourth potential kill move. It starts KO'ing between 80-120% near the ledge depending on the character and stage.
One funny thing you can do with this, is when you jump towards the opponent while you are facing them and they are in the air or on a higher platform to the point that you are touching, you can Bair and it'll hit them as long as you keep DI'ing towards them. This means you have to use a tiltstick to do it, but it's so much fun to get a kill this way.
Like Fair, at max range this move is safe on shield as long as you don't drift towards them afterwards, so spacing with this requires a tiltstick.

Personally, I find that this move finds the most use for edgeguarding. Since it kills much earlier than Fair does, turning around and jumping off to smack your opponent with this to KO proves quite effective. If they airdodge it, they'll get stuck in your up-B when you try to recover, at least the one I recommend. That can result in a stage spike, a straight KO or follow-up, but not always. Check up-B for more details.
It's also great to use after a ledge trump. If your opponent jumps after getting ledge trumped, you can jump off the ledge and Bair them, which sometimes results in a KO.


Mii drills downward with his sword, hitting 5 times maximum and dealing between 1% and 9%, depending on the amount of hits landed. While drilling, it deals .75% per hit and when the move hits the ground it deals 4%. A shockwave can be seen when SF lands that has a hitbox.
The last hit that deals the 4% is the hit that has the knockback. The other hits just give hitstun. The size of the knockback is decent, knocking the opponent to the side and killing near the ledge at high %, though it doesn't have any knockback if the opponent is in the air. This maybe has something to do with the fact that there is no shockwave in this case. the damage is still the same then, though.

I really like this move. it deals consistent damage and can only be punished if you miss.
It has decent range, but be wary of big anti-airs. There is a very slight moment of startup lag, but not very much. The hitbox stays out for quite a while, so even if you activate it too soon, as long as your opponent is below you, you're likely to get a hit, unless you activate it seconds too soon. The lingering hitbox also makes it difficult to airdodge. If you can read your opponent even just a bit, you can DI the move so it will still hit.
Most of the time when using this move, you'll land and get the shockwave, which indicates the hit with the knockback. If your opponent happens to enter its range, they'll get hit by the knockback hit. Even if Mii stops spinning, when he hits the ground the shockwave will still appear and that has a small hitbox.

This all makes this quite a safe move, despite the longer landing lag. It's a lot like Wario's down air from Brawl. It is a great way to retaliate opponents trying to juggle you, except when they have super armour with the move they juggle you with or just has more range. A prime example is Bowser's Up Smash. The guy won't care a lick about this move when he starts charging an Upsmash. Know your matchup for this.

Another thing it can do is lock the opponent. What I mean by that, is that when you use this move on an opponent and retreat away from them while hitting them without landing the final hit with the knockback,
the opponent will be briefly stunned or can sometimes even trip. It actually gives enough time to hit them with F-smash, so there's your kill setup.

I also find this move to be great to retaliate edgeguarders. The tactic of jumping when you were hanging from the ledge and activating this move with good timing forces the opponent to move away from their position before they get hit, giving you the space you need to get back into the game.
You'll need good experience with this move and great timing in order to use it in this situation, but against a skilled player this move isn't as safe.

It's also a great OoS option. If your opponent is close enough or did something unsafe on shield, you can use this to punish and get a better position. Of course it's not the strongest of punishes, but it's there in case you need to escape shield pressure. It is best used for this at low percents or when the position calls for it. Otherwise, Nair is a better OoS option.

Dair is also good at covering ledge options. So if your opponent is hanging on the ledge, dair can cover their neutral getup, roll and jump and if you position yourself well while hitting the move you can send them straight back offstage.

Last but not least, this move is great for edgeguarding, because if you hit your opponent with it off-stage and fastfall it while spamming the jump button, you can automatically footstool them. If their recovery is bad, that's a KO right there. A rising Dair can also soft spike your opponent offstage and will not take them out of helpless mode if you hit them with it after they used their upB.


Mii raises his sword upwards in the air, dealing 15% damage upon hit with the sweetspot and 9% on sourspot. The sourspot is right at the tip of the sword.

It has medium knockback on lower percents, but at higher percents this can be your third kill move when sweet spotted, which is very easy to do.

I believe it kills starting between 70% and 120%, depending on the character. This does amazing damage for an aerial attack, dealing more damage fresh than any of SF's uncharged smashes besides 4 hits Usmash.
This move is also a lot faster than your smashes, so between this and down air, you can rack up damage really quick. Its speed for a kill move will most likely mean that it will be your main way to KO the opponent without them seeing it coming. But if you're trying to juggle with it, you'll need to bait that airdodge to be succesful. Mii Swordfighter doesn't have any tools to do that in the air, so it'll be all mindgames with jumping.
Besides that, it is also one of the best combo finishers Mii swordfighter has, since all moves such as up tilt or up smash that didn't kill can easily be followed by this move.

The hitbox stays out for quite a while too, a little shorter than down air does, so hitting with it isn't very difficult. the hitbox is actually anywhere near the sword, so even if you short hop and use it close to the opponent, you can still hit them with it. at mid %, this can combo into another Uair. The sword isn't very wide, though, so you'll have to position yourself well before executing it. The high damage and knockback later on makes juggling with it a very potent strategy, but one that takes a lot of skill to execute with great effect.

From 0%, if you manage to hit your opponent between 6 and 9 times (depending on the character), you'll have a kill. Of course hitting your opponent that many times with the same move in a row isn't very realistic, but to give you an idea of how powerful this move can be.

The landing lag isn't too bad. It has the third least landing lag of all the aerials, but this is only important so you know how fast you can use it again. Be sure not to miss, because you'll get punished if you do.
All in all, this is a great move, arguably Mii Swordfighter's best move.


Mii slashes his sword in a circular motion, creating a large hitbox around him and dealing 7%. Also the hitbox seems more consistent to hit.
The place where the sword is actually matters towards the hitbox, as it is actually the sword that is the hitbox. In other words, time it wrong and you can get punished. It also autocancels, and given its huge hitbox and single hit, that makes it great for approaches.

Punishing this move still is a difficult thing to do, because this has the least amount of landing lag of any of SF's aerials tied with Bair. Mii sword can hit behind him with this too, but that is only at the very end of the move. He rotates counter-clockwise if facing left with his sword and the hitbox starts directly above him and ends behind him, but there is no hitbox at the 45 degree angle behind SF or directly below him.
So even if the opponent is trying to punish you for using it, if they're behind you, they can eat a sword to the face.

The knockback is decent to low and it usually pushes opponents off of a platform or simply the stage itself. at mid % this always places the opponent in a teching situation, which you can read and take advantage of. Thus, the main use for this move is to edgeguard, to retreat and cover yourself while you reposition and to start a tech chase. Practically it's a very safe, defensive option, unless you miss or hit on shield.
By the edgeguarding aspect of the move, I mean that it's not a bad idea to short hop Nair when your opponent is hanging on the ledge, because it covers a lot of options this way. If you have a bigger read though, use something else like Bair or Dsmash.

I suppose you can also use it in combos, since it doesn't have so much knockback that a follow-up is impossible, but enough to not have any true combo's out of it. You can use it OoS too and that can work depending on where your opponent is. If they're too far away, they will likely punish your landing, so don't constantly do this out of shield.

2.4: throws


Mii swordfighter's grab range isn't too good. To increase the grab potential, I suggest learning techniques like boost grabbing or roll grabbing.
This isn't very character specific, but grabbing is usually the one of the strongest ways to punish.


After grabbing the opponent, Mii hits them with the top of the handle of the sword, dealing 3% per hit. It's very slow, so don't do it too much. I'd say once at the most, and that's at mid-high percents.
Pummeling isn't extra bad for any character, but some characters just hit harder or faster. This is the only thing I mention it for; the damage.


Mii kicks the opponent forward, dealing 5.7% with decent knockback forward of him.
This throw isn't anything special. I exclusively use it to throw my opponent off the stage or just in that general direction if I want to. Nothing more, unless your opponent is at the ledge with 200% tacked on, because that's when it starts KO'ing.

Mii swings the opponent behind him and then kicks the opponent, dealing 5.7% and causing decent knockback to behind him. It can KO light characters starting around 170%.
Again, as with the forward throw, only for getting the opponent behind Mii. Like forward throw, the knockback isn't good for combos, so I rarely use it.


Mii slams their opponent to the ground and then stomps on the opponent with both feet, hitting twice for 3% total and causing decent knockback to above Mii.
This throw is a lot better, not just for the damage, but for comboing. The direction of the knockback and its amount is perfect for following up with forward air or up air, which can lead to a juggle at higher percents. But due to that direction being slightly to the side and up, an up air is more difficult to land, but that won't be too much of a problem with enough practice. Uair deals more damage than Fair and Fair only works at low-mid percents, so Uair is usually the best way to go.
I have made another thread on the forums which lists kill confirm percents that Mii sword has with this. The average percent for that was 90%.
It is the best throw Mii Swordfighter has.


Mii throws his opponent just above him and slashes them with his sword, dealing 4.8% total. There are two hits, apparently. The direction of the knockback is directly above Mii and isn't as much as down throw, though the lag is a lot more, so you can't reliably combo off of this.
On lower percents, this might lead into an uptilt or two, followed by up smash.
It's overall not that great. I'd say to mostly ignore this and always use down throw instead.

2.5: specials

Now we have arrived at the most versitile and a very important aspect of Mii swordfighter's game: the specials.
As we all know, the specials can vary, because three different ones can be selected for each directional input. I believe there is already a thread on this site discussing this subject, but I'm going to talk about all of them anyway.

Another thing: it is possible the name of the special isn't entirely correct, since my copy of the game is a PAL version. Therefore the names might be a bit different than the ones in the NTSC versions.

neutral specials


Mii spins and creates a tornado that moves forward. In close range, this hits multiple times and knocks the opponent upward. The knockback at lower percents is slight enough to lead to combos. It can deal between 2% and 10% damage.
The farther away it hits, the less damage and knockback it deals.

If the opponent isn't hit at close to medium range, the hitbox disappears and the tornado pushes the opponent back instead, a windbox. Note that if this attack is used in the air, the tornado gradually loses altitude. It also causes Mii to temporarily float if used in the air, negating a lot of possible momentum. This makes it a pretty good anti-edgeguard move.
The move does have a second of startup lag, so don't use it when your opponent is close to you, or you will get punished. The large ending lag makes it difficult to combo with but since it is a ranged move, hitting the opponent with it can setup combo's anyway without getting punished.
Because it is a multihit projectile, it can make your opponent stay in shield for quite a while and apply good shield pressure. Unfortunately the lag is still too much to get a grab out of it.
The knockback isn't great and it'll never KO unless you manage a gimp or your opponent is really high up in the air with a lot of damage. Otherwise the knockback sets up for other moves to follow up, as the hitstun is quite impressive.
This is useful for edgeguarding, as well as for stopping approaches. Seriously, the amount of times I've seen level 9 CPU Faptain Falcon going for Falcon kick and eating a tornado to the face is huge.
I've also used it several times as if it were Link's tornado, pushing my opponent back and edgeguard their recovery. Overall this is a great neutral special to have. It could be the best, but that depends a bit on your playstyle.

It also can nullify most weak projectiles such as missiles and bombs. That's why this move is especially good in the MU's that use these kind of things, as well as slow characters that have bad approaching options, since they will have a hard time getting past this. It's great to stop approaches in general, but don't use it against fast characters, because they can punish you for it.


Mii quickly throws a star forward, of which the damage increases the farther the star travels. The damage, along with knockback and hitstun, has four variants:
very close range: 1%, close range: 3%, mid range: 6% and long range: 9%.

It can rack up damage even faster from a distance without much knockback or hitstun at semi-close range. At far ranges it does a considerable amount more damage and has decent knockback and hitstun. Again, your bread and butter projectile to rack up damage and wall the opponent out. That's really all it's going to do. I think this move is just as good as the Tornado. Tornado is slow, but has great utility and possible follow-ups. Shuriken of Light has no follow-ups except for itself, maybe. It is a lot faster and deals better damage than the tornado. It is equally effective at edgeguarding, so choose to your preference.


Mii dishes out a bunch of stab attacks in front of him. This attack can be charged for greater damage and knockback. It deals 9.6% uncharged and 22.8% fully charged.

This one is the least useful in my opinion, because when you're in the range that this attack lands, you'll have better options to achieve the same if not better results, such as short hopped forward air, a quick boost grab or F-smash.

The main use for this move is inflicting damage. It can kill pretty early fully charged, but F-smash does just as good of a job and both take about the same time to fully charge. I guess this move is just a lot easier to land than F-smash because it has a lot more hitboxes. It also has the most shield damage out of any move Mii swordfighter has. It takes about two consecutive uses to break a shield with it, uncharged. Fully charged it doesn't quite do it, but if your opponent's shield is about to their eyes, it'll break. it if any of Mii Swordfighter's moves will break a shield, this would be it.
Also, if you do hit on shield, it will push back the opponent a lot, so you won't get shield grabbed out of it. Instead, you'll get dash grabbed or something like that, because the ending lag is terrible.

I've heard some people argue that this has decent horizontal momentum in the air. I have to disagree, the momentum it causes in the air is so little, it's pretty useless. Unless you fully charge it, then it has a lot of horizontal movement. But that takes so long that you'll die or get punished for doing it, as your movement will be very predictable.
The other thing I don't like about this move is what you sacrifice to have it: a projectile. There is another option for a projectile, but that combines very well with the tornado, so I'd say not to pick this attack, unless you are using it for edguarding purposes and you keep good track of the condition of the opponent's shield. I suppose that's where it can get creative.
It's the worst neutral special IMO.

Side specials


Mii jumps and somersalts forward with his sword. It can be charged to greater effect and distance. This attack has quite a lot of knockback and decent damage at 9.6% uncharged and 15.8% fully charged. It takes 2 seconds to fully charge and it starts scoring KO's between 110% and 150% uncharged and between 60-110% fully charged.
There's a lot of startup lag and endlag to the move and it can cover a huge amount of horizontal distance.

This move isn't that great. First, you're spending your precious time to charge it and when you let it go, it moves toward your opponent with the speed of a Bullet Bill in the classic Mario games, meaning everyone sees it coming, unless it just shot out at close range, at which point F-smash is way better.
Even with the knockback that it has, landing it is very difficult and thus not worthwhile. Any decent player facing this move can just shield or dodge it and punish you heavily for using it. The only times it came out useful was when I used it at close range uncharged and inputted like a smash. The startup lag is less then, but my opponent could have shielded it with better timing.
Even if you have a hard read, it's near impossible to punish with this due to the huge startup lag.
Also this move puts you in helpless mode, hit or no hit. So if you go off stage with this, goodbye stock.
If you ask me, don't use this move. There are way better side specials anyway too.


Mii rushes forward with his sword, launching opponents if it connects.
This attack has decent knockback and can be charged for greater damage and distance. I suppose you can compare it to Ike's side special. Useful for horizontal recovery, not much relative damage. Unlike Ike's side special though, if this attack is shielded, you go past the opponent. Well, except when you're trying to hit an opponent who is on the other side of the stage. The range isn't as good as Ike's.

This attack is decent. Nowhere near as bad as the previous one, but personally, I question its use above the dash attack. That's really what I think it is, a more powerful version of the dash attack with more ending lag. Much like the difference between tilts and smashes. That said, this isn't a bad move, but it's easy to make a mistake with this move and get punished as a result. The only reason to use it, would be if you think Mii doesn't have enough recovery options. Granted, he doesn't have many, but I never found myself losing stocks because I couldn't cover enough horizontal distance.
I'd say to just use the dash attack instead and take the better option.


Mii throws a chakram forward which the effect slightly differs depending on the way it is thrown. If used like a tilt, so tilt the control pad sideways and press b, the chakram will hover close in front of Mii and causes damage several times to opponents hit by it with constant hitstun. If thrown like a smash, so quickly tilt the control pad sideways and press b at the same time, the chakram is thrown quite a distance and hits once.
The damage varies. If it was inputted like a smash, it'll always deal 6%. When thrown like a tilt, it deals 2% per hit with a 5 hit maximum.
The direction of the chakram can be slightly altered depending on how the control pad is tilted when thrown, so that it will go a bit diagonally. This can be useful when trying to hit opponent who are on a platform or are Peach floating towards you, waiting for the moment to strike and then she gets chakram thrown to the face.

This is in my opinion the best side special. Simply the versatility of the move is already appealing and it can cause damage from greater distances than the tornado can. There is a bit of startup lag and endlag to the move, but all other side specials have just as much or more startup lag than this one and it's a projectile to boot, so getting punished for it is a lot less likely.

Be careful at close range when you are in the tilt variant range, because if it is shielded then you will get punished for it as the chakram bounces off and sticks in the ground. It has no hitbox if it's stuck in the ground.

The use of the move is mostly to cause damage by setting up combo's. The ways it can do this, vary, so you can mix up the far throwing with the close throw to make yourself more unpredictable.
There is a combo where I shorthop towards my opponent and I throw it tilted downward in tilt input and F-smash is a guaranteed kill if the chakram connects. Yes, now Mii swordfighter has a combo into F-smash, his most powerful smash! You can even afford to charge it for a split second because the hitstun on tilt chakram lasts about 2 seconds. You do have to let go of F-smash sooner than that, as the chakram will eventually push the opponent out of F-smash range.

I have done this several times and had KO's ranging around 60 to 90% when I did this by the ledge. Who says Mii swordfighter has trouble KO'ing now?
Another great thing about it is that if you don't short hop, but just hit with the tilt variation you can follow up with a grab, Hero's Spin or Dash attack. Of course you grab, because of this kill setup at around 90% on medium sized characters: Chakram tilt --> grab --> pummel x2 --> Uthrow --> Uair.
If you're playing on battlefield, this won't kill, but it's guaranteed on stages with low ceilings. Even if it doesn't kill then, it's still 35% damage.
It's a great tool in Mii swordfighters combo game, making this special a must-have on any Mii-swordfighter setup.

Another example of a setup with Chakram is done by trapping your opponent with this and kill confirm off of it. Basically you throw its tilt variation when they're right next to you and then you immediately run up to them and throw another one like before. When you get near the ledge, jump cancel Hero's Spin for the kill at high enough percents. You can throw three chakrams max from one edge of the stage to the next, which is 15% potentially. It'll only work if your Mii is short/thinnest.

Down specials


Your everyday standard counter like a lot of sword users have. There is not much to say about this move, because it works so simple. It's great to get you out of a tight spot by letting your opponent eat their own attack. If this happens to be a smash and at higher percents, there is your kill. If not, it will have very good knockback and you can continue your plan.
Overall a great move to have, especially against opponents who dread it like the plague, such as Zero Suit Samus or Little Mac.


Mii slashes his sword, creating a rainbow that reflects all projectiles with 1.5x the power. If used directly on the opponent, it will turn them around and deal 6% damage.

This is the counter of the other spectrum, reflecting projectiles, meaning that characters who use projectiles a lot, especially big, single ones like Samus or Wii Fit Trainer use, will have more trouble against you.
It doesn't synergise well with Tornado, because that can already eat most projectiles.
There is still reason to get this above counter though. The tornado doesn't stop large projectiles like fully charged shots and most common amongst big projectiles: high aura Lucario Aura Sphere. In case you aren't running Tornado, this move is recommended. It's also a very useful gimping tool. Really, you're getting Mario's cape without the slight diagonal momentum. Instead, it stops all vertical momentum for 1 second. Pretty useful, actually.


Mii quickly stabs forward and moves forward too. If used in the air, it will cause Mii to stab down and forward diagonally. This attack cannot be charged.

On the ground, it's a copy of Surging Slash except shields do stop your momentum. In the air, it attacks diagonally at around a, say, 30 degree angle. It also launches you quite far, so using it off stage is very, very risky. It is possible to recover from, but you're asking to get spiked to your death if you use it off stage. If you do manage to hit with it off-stage AND recover AND your opponent has a bad recovery, then it can lead to some easy KO's. That's the only bright point about this move.

For example, if you use this on Captain Falcon recovering low by jumping while near the ledge and timing down-b, it's really easy to gimp him with it, provided you hit with the tip of the sword. It's hilarious. Don't use this with the up-b Back in the Stone or you will KO yourself doing this, at least 90% of the time. Otherwise you'll be fine.
Makes me wonder if they'll ever let you change your moveset during a tourney based on match-up, because that would make Mii swordfighter a lot more lethal.

Beyond that, the only use left is when near the opponent. If it hits, it has pretty good knockback. About as good as down tilt, but unlike down tilt, it'll KO around 130-160% and it is way slower to execute.
Because of this, I don't really see any good use for it above anything else. In close quarters? Use a tilt, jab or grab. Need to approach? Use your aerials or DA. Need to set up for combo's? Tilts, Tornado and grab.
It can be useful as an escape tool for when you're getting juggled. It's not enough for me to use it instead of the other two, but it's there.

All in all, Mii already has the tools to do what this move can do. Thus, just use the other, better options.

Up specials


Mii first moves and slashes upwards and immediately follows with a quick downward strike.

As we all know, up specials serve two purposes: recovery and damaging the opponent. Recovery usually being the most important factor. That said, this has the worst recovery aspect. It recovers nearly completely vertical (you can affect it slightly with horizontal DI) and the distance is the least of all the up-B's. The mandatory downward strike can be your downfall, either because it kills you off stage when you miss the ledge or because you got punished due to the big landing lag. The character move this comes closest to is Ike's up b, but this is a worse version. Why? Well, for one it doesn't go through the stage like Ike sometimes can do, nor does it travel as high. It also lacks the super armor Ike gets during the beginning of the move. It can't even be part of a combo like Aether can.

As for the damage department, it does okay. It's the only move Mii Swordfighter has that can spike. To me, that is a big deal. It's still very difficult to do and the spike only works off-stage, meaning that if you don't want to KO yourself doing it off-stage you have to grab the ledge right when Mii starts to meteor down, because that downward momentum hitbox at that moment contains the spike. It can deal 13% of damage, nearly the same as Hero's Spin.
Overall, it is the worst of the up b moves Mii has, but I have to admit that it's great fun spiking people. It's really high risk high reward if done right. Though there will be tons of situations where it'll kill you and the other moves could have saved you. If you get too far offstage with this, you won't be coming back. You're easy gimp material with this move too.


Mii charges for one second and slashes through the air towards any direction specified by the input. Meaning you can change the direction of this attack at will.

This move has a better recovery distance to hero's spin or BitS, and it doesn't have a mandatory downward strike that often takes your stock. The one factor that would make me choose this one, is the fact that the direction of the attack can be changed to where you want. It can even go down if you want to. That minimises the risk of getting gimped or pineappled.

If an opponent gets hit by this, they'll likely have to eat some damage, because this attack has very good hitstun. The damage is 10% by the way. It is also a good move for finishing a combo, surprisingly, since the hitbox is pretty big and it can be in any direction. The knockback isn't too great, but if used high up in the air, it can push your opponent beyond the upper boundary, resulting in a kill. Otherwise this move has trouble KO'ing with ranges around 160-190%.
There are two reasons why I still use Hero's spin: it can't kill nowhere near as early and it's not as good of an OoS option.

The big downside to this move is the long startup lag. There are situations where that actually comes in handy, but most of the time it is a hindrance. I also tested if different ways of input change the startup lag. It does, but I'd be surprised if you noticed. A smash way of input has lower startup lag, by about a third of a second. That's probably not going to make much of a difference.

This move is the best move recovery wise. It allows for much deeper edgeguards, which is better with guest size since Swordfighter has a good edgeguarding game and guest size has more range to complement this. Choosing this instead of Hero's Spin is generally better for guest size for this reason, as well as the fact that there are ways to substitute for the OoS option with D-smash or Usmash and the running kill option with foxtrotting F-smash and jump cancel Usmash. Essentially, this move is better for more advanced players.

Overall a decent move for recovery and damage. I think it brings a good balance.


In the air, Mii spirals upward with great distance. If on the ground, Mii will spin their sword around him for about 2 seconds, but the first hit is the one with the most knockback. This attack can be charged if on the ground for greater damage and knockback.

This is one of the more popular choices, because the recovery is decent, although it isn't as effective at recovering as Super Slash Dash because of the direction option on that and the fact that Hero's Spin requires previous momentum to become a lot more effective at recovering. It often times hits the opponent if they are standing too close to the edge when you're recovering, so it'll give you space to land.
It's not a very efficient way to damage the opponent, though. It may deal 14% if all strikes connect, but the bigger landing lag doesn't make it very repeatable. The aerial version is mainly there for recovery.

It is the main move Mii uses to gain height, so if an down throw knocks the opponent too high up for an up air, this move can be used instead. It is at those high percentages that this move kan kill too. Take care reading airdodges when doing this, because you'll get punished otherwise.
It's a lot like ZSS's Up-b where it's the last hit that has to connect to get a KO.
You can also SDI out of it, so it tends to be unreliable in the air.
It's therefore a very risky KO move and it KO's between 130-160%. Pretty late, but useful nonetheless.

On the ground, this knocks your opponent away quite a bit, but due to the big ending lag, that is only useful for when you need to get your opponent away from you or if you have a hard read you can KO with it. So you'll mainly use it if you need a breather or if you want to score a KO out of a run. Fun fact, it's slightly stronger than Link's up B.

It's main use when used on the ground is to edgeguard and you predict a regular getup or roll. It's very easy to punish those options with this, since the hitbox stays out for quite some time and the knockback is very good, at least for the first two hits. If you need stronger hit later than that, charge D-smash. It can KO around the same ranges as U-smash, provided you hit with the first hit in front of Mii.

The hitbox isn't too big, being around Mii's sides. I suppose it can work as a substitute to what most other characters have in their down smash: an attack around the character's sides to hit roll dodging opponents. It doesn't have the same range as your down smash except it can hit a bit higher.


As you could have guessed, the specials I went with are SoL, Chakram, Reversal Slash and SSD. I am going to base my general strategy with these moves, so if you chose different ones, it won't be too difficult to devise a different strategy knowing what exactly they are good for. Despite that, I will add some movesets of my recommendation in the strategy section, as all they serve is a different style of play.

3: General stats and pros and cons


A full hop reaches a battlefield platform with ease and precision. The double jump has just as much distance as the first. Overall, Mii Swordfighter's jump height is average to high. SF has a frame 7 jumpsquat, which SF mains consider to be one of his biggest obstacles in frame data. No joke.


Mii walks pretty slowly. The sprint is decently fast, ranked 38th.
Overall the speed is not insanely fast like Zero Suit Samus or not too slow like Ike. It's somewhere in between there.
Movement speed is important to know for your playstyle, because slower characters will have more difficulty approaching, forcing them to play more defensively.


Pros

  • it is a very balanced character.
  • a lot of the moves are safe and don't have much lag.
  • the kill moves are very consistent.
  • In the right hands, this character can take on most others without fear.
  • due to the customization options, no Mii is quite the same, making it unpredictable and dangerous. Though he won't be US tourney legal that way.
  • he's the one of seven sword users with projectiles, but of those seven he's one of two with a combo throw.
  • has a good edgeguarding game, especially with SSD
  • Can rack up damage very quickly with 20%+ percent combo's.
  • He can edgeguard really well
Cons
  • The grab range isn't too great.
  • some of the moves are so bad they should never be used, so that lowers SF's arsenal power.
  • His only spike comes from Back in the Stone, which isn't that great outside of it.
  • He has a lot of trouble against fast rushdown characters (Sheik, ZSS, Sonic)
  • His kill moves work best around 100%, which isn't very early, nor very late, but since he racks up damage quickly, 100% is done in no time. That might make him miss the kill confirm percents.
  • His range is very poor for as far as sword users go and he struggles a lot when he gets outranged.

4: Strategies and movesets

Okay, so knowing that we have sufficient projectiles, that our aerials and uptilt kick ass and that three of the four main kill moves we have are pointed upwards, we will want our opponent to be in the air, but only at the right time. If their percent is too low, going on the offensive is risky. It can be good to take the initiative every now and then to quickly rack up damage, but you'll eventually run out of options and get combo'd yourself.

Mii swordfighter rewards players who love simple setups and are able to execute them well. It's all about luring your opponent into doing something unsafe and then punish them heavily for it. He can't approach very well, so you'll have to be smart about it. He has all the tools needed to win projectile zoning wars and racking up a lot of damage once he can get in. It's at midrange that he suffers.

Therefore he switches between a very offensive character to a very defensive one a lot. Knowing which is best to use, depends on the situation and matchup. If you're fighting a character that plays a offensive close-quarters game well, you should be defensive and camp them out until you see an opening to get in. it's the same for slow characters with bad approaching options and no projectiles.

Faster midrange characters are the most difficult to deal with. They can outspace you and you can't do much to punish them besides with SoL and chakram. Luckily, chakram sets up for a grab most of the time, which can lead to a juggle situation that they won't win easily. Just be careful with what you're doing.

Projectile heavy characters are always annoying, even with Reversal Slash. They often rely upon them to set up for combos. The trick is using reversal slash, shield and chakram well together to nullify their projectiles and to get in for combos.

Mii swordfighter can excel offstage. For opponents with a bad recovery, a Dair or Nair offstage is enough to seal their fate. For opponents with a good recovery, continuous Fairs or a couple Bairs should be enough to take their stock. Bair is very hard to land though because it has very poor range, but it has the greatest reward for landing with strong knockback and damage. Learning to land it after a ledge trump can help tremendously.

To sum up, Mii swordfighter is a balanced character that embraces the essence and most simple part of Smash Bros. Just rack up damage and when the time is right, go for the KO. His main objective is getting opponents above him or offstage, since that is where he shines.
You'll have to be smart playing this character, as knowing when to attack and when to defend is key to the success of this character.

Now, I'd like to add some movesets to the table. I have had enough time since the patch to test what seems best to me. One you already know, but I'm going to show it off anyway so that I can let you know why I like it best.

1331: Tornado Strike, Chakram, Hero's Spin and Blade Counter.

This moveset is the most straightforward one that is good against characters without projectiles. Well, Hero's spin is a useful follow-up and edgeguarding tool while Tornado Strike gets your opponent in the air and whatnot.
Counter is mostly there for defensive purposes. While using this moveset, I'm usually looking for putting a lot of pressure on the opponent after making an opening with the projectiles and hitting the opponent with aerials. If my opponent tries to escape this pressure by counterattacking, Counter is there for a big fat no.
This works well on most characters, but if Mii Swordfighter gets a bad matchup, which are pretty much all top tiers, this doesn't go too well. Especially Sheik.
Thus, the anti-Sheik moveset:

2322: Shuriken of Light, Chakram, Super Slash Dash and Reflect Spin.
Now, I'm not saying that with this moveset you have a good matchup against Sheik. No matter what moveset you're running, Sheik will still probably win.
What I am saying is that instead of 3/10 wins against Sheik this will make it a 4/10.
You see, Shuriken of Light has a lot of range, almost the same as Sheiks needles. It deals more damage the farther it travels, so it helps greatly at a distance, which is exactly where you need to keep super agressive characters like Sheik is.
The versatility of Chakram will help with keeping distance and Reflect Spin is to reflect the projectiles that will be coming your way when keeping distance. It also stops momentum temporarily to possibly avoid combo's.
Finally, Super Slash Dash ensures a lot less gimps, which Sheik loves. If you're not a fan of Super Slash Dash, Hero's Spin can work fine too. That would make it 2332. I actually messed around with 2332 a lot and I really like it against any character that uses projectiles.
Basically this is camping Mii Swordfighter set. It works great to keep agressive or grab-heavy characters off your back.

3312: Blade Flurry, Chakram, Back in the Stone, Reflect Spin.
I'd never thought I'd say this, but there is one particular niche about Blade Flurry that proves very useful. You know how there is the normal getup option where people immediately shield? Blade Flurry is by far the best move that can punish that. Grabbing is an option too, but the timing is very strict on that and all it allows is for F-throw to just repeat what happened, essentially giving your opponent another try at recovering. Eventually you are bound to make a mistake on it and the edguard is over. Not with Blade Flurry.
As I mentioned, Blade Flurry isn't too kind on shields. It destroys them. Now a broken shield is something that piques my interest, as fully charged F-smash at the ledge, as I told you, will KO at between 45 and 90%, depending on the weight of the character. So if Blade Flurry breaks a shield at the ledge they're basically KO'd. If the shield doesn't break, the pushback of the move will ensure that either they will fall back offstage, or the punish you will be receiving won't be too harsh.

Now, as I said before, Chakram is a must and Back in the Stone is there for one obvious reason: the spike. This set focuses on edgeguarding and having a spike helps a lot in that. Reflect Spin is there for gimps, momentum stall to assist recovery and to fill the gap of projectile stopping not having Tornado leaves.
Blade Counter can work too, if you want, but do NOT use Power Thrust with Back in the Stone or you are begging to get some suicidal edgeguards. Power thrust is near useless on the ground as I hope I established, and its aerial distance is far, so only use it along with Super Slash Dash for the best recovery.

Alternatively, you can still use Tornado instead if you prefer a less risky approach.
If you really don't like Back in the Stone but do like Power Thrust, the moveset 1323 might be something for you. Don't use that against characters whose recovery is hard to punish or provides good distance, as you'd be trying to hit them out of range of their recovery with that set.

2332: Shuriken of Light, Chakram, Hero's Spin and Reflect Spin.
This is my favourite moveset and also the one of which I hope will become the standard one. Chakram and Hero's Spin are awesome, you know the drill now.
Shuriken of Light is a much faster option than Tornado and also combines well with Chakram as I have explained before. Between the two of them, Mii swordfighter has enough to camp opponents out if he needs to.

In case of projectile wars, Reversal Slash is there. It's also great as a mix-up option to turn people around and punish what they were going to do. I also love gimping with it. Characters like Pit and Rosaluma will dread this set because they are most easily gimped with Reversal Slash.
It can accomplish what most other sets can too without risking too much or giving up too much to be safe.


Summary of movesets and other options:
1331 is against characters that lack a projectile. 2322 is the set with the least amount of risk in anything. 3312 is a set for those who are too stubborn and want to stick to the extremely risky tactics. 2332 is a great jack-of all trades set.

  • D-throw to Uair is an obvious one. This bread-and-butter combo will be the basis of your punish game.
  • At low percents: Dtilt to perfect pivot Utilt x2 to Uair this is a bigger combo, but you can do just Utilt to Uair if you get your opponent with it.
  • at low to mid-percents: short hop Nair into grab.
  • Chakram (tilt) into anything. The best options are usually grab, Hero's Spin and Usmash though. Short hop down tilted Chakram to F-smash works too.
  • Chakram (smash) into dash grab, Hero's Spin, Fair (if they're tall enough) and Nair. It only works if you're close enough and at any percent.
  • Dair (retreat and trip) to anything.
  • Nair to D-tilt, F-tilt or grab. It's even easier to do if you use Nair to push the opponent off of a platform. Then even a F-smash can connect.
  • Falling Uair at low to mid percents combo's into a plethora of things. What exactly differs on percent, DI and if it's the sourspot or sweetspot. Usually its another aerial or an Utilt.
Here are some ideas suggested by San in the combo discussion thread:
Low %:
Dthrow->Fair->fair,uair depending on DI (requires tiny mii)
Utilt->dtilt,grab, maaybe jab for smaller miis. Utilt doesn't chain into itself at low % unless it's back hit->forward hit.
Dtilt->dtilt->followup. Even fsmash works within range. Best is probably a dash grab
Walking dtilt->utilt->followup
Falling nair-> dash attack,dtilt, possibly dash grab
Short hop nair->dtilt (may need ~10%)
Falling dair->dash attack (small mii)
Dthrow->full hop dair
Dthrow->footstool->bair->smash attack or grab (bair stops being able to jab reset around 30ish%)
Falling uair has trouble comboing into 7-8+ frame attacks at low %. It depends on how quickly you were able to land after hitting the opponent.

Mid %:
Dtilt->uair,nair
Utilt->bair
Falling fair->grab for those with slower than frame 2 jabs. Dtilt may get powershielded or hit depending on fall speed.
Falling fair 1st or 2nd hit-> grab or dtilt
Falling bair->dtilt,dash attack (may need smaller mii)
Falling nair-> dash attack, possibly dash grab.
Short hop nair->dash attack
Most jab cancel followups, especially dtilt and grab
Bair->bair (may require a smaller mii)
Fair->quick draw side B(lol)

High % (70-80+)
Jab1->hero's spin on floaties (works on fastfallers around 120-130)
Jab2->hero's spin ~80-90%
Jab can possibly chain into itself multiple times at this %.
Walking Dtilt->run into uair (smaller miis)
Dthrow->Uair up until 95%, 0 rage on middle weights (only smaller miis can catch opponents who DI away). Higher rage, ~80%
Falling fair->~8 frame followup depending on the opponent's gravity

Any %:
Jump forward + Gale strike-> uair
Tiny Mii jab cancels
Of course, a landing sweetspot uair can combo into most aerials

Strings:
Dash attack, Power thrust, and the quick draw side B puts you in favorable positions with a frame advantage, but you cannot combo.
Low % dtilt-> dair
Fully spaced dtilt->uair (may need a smaller mii), if the opponent air dodges, you'll hit them with the sourspot uair->followup.

Here is also a link to a video that shows off a bunch of combo's, some of which were already mentioned. Feel free to take a look:
https://www.youtube.com/watch?v=w2ADvh-vng4&feature=youtu.be

There are probably more, but I can't think of any more right now. Feel free to comment on some ideas!

Next, I want to talk about the best and worst stages for Mii Swordfighter.

Since I've already explained that Mii swordfighter wants the opponent above him, it should come as no surprise that Mii Swordfighter excels on platform stages. Battlefield and Town & City in particular.
On Battlefield, Mii Swordfighter has an easy time juggling the opponent and putting in a lot of pressure with Uair when they are on the platforms. It's also easy to get opponents on the same platform as you which can prove fatal to them when you manage to grab them at mid to high percent for an D-throw to Uair.

T&C is a transforming platform stage with a low ceiling. I think that explains itself why this is a good stage for Swordfighter. Pretty much any stage that comes close to this is good for Swordfighter, though watch out with Lylat for the obvious reason of it tilting. It can mess up Chakrams or recovery from very low offstage. But as long as you pay attention to the tilt, it's still a fine stage. Dreamland is also an alternative in case your opponent bans Battlefield, which should always be your first pick. It works in a similar fashion, but with the downside of possible pinappling and the tree blowing to mess you up.

The neutral stage is Smashville, of course. Don't know where to go? Take Startersville. Duck Hunt isn't too bad either, but it's not ideal. It has small side blast zones which hurt you more than you can take advantage of, but it does have some platforms and you can get smart with the dog to land Utilts or Uairs.

Now on to the bad stages or should I say the one bad stage. Swordfighter doesn't like Final Destination much for the simple reason that it lacks platforms. Swordfighter's ground game is a bit weak and a lot of characters can easily take advantage of that weakness here.
5: End
That was the general strategy and the end of this guide. I hope it was helpful to you and I would love a lot of feedback.
If you think I missed something or if you have conflicting facts, feel free to let me know and I'll likely change it.[/spoiler]
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DigitalAtom6
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Latest updates

  1. Minor updates for 2017

    I've changed some of the text in the guide to better reflect my current opinion of the character...
  2. Stages

    I added a section to the general strategy talking about which stages to pick or avoid as...
  3. Layout overhaul, gifs and combo compendium.

    I set each part of the guide in spoiler tabs to make navigation easier. I added .gifs showing...

Latest reviews

Highly recommended for anybody interested in picking up this fighter. I appreciate the updates based on balance changes, and the explanation of benefits for using this fighter with a specific size.
I used to read this guide before 1.0.8 and I'm surprise you updated it. Nice! Thanks for the informative guide.
I am glad that someone else out there enjoys playing this character competitively. Thanks for the informative guide!
I love and slightly dislike this guide! It was very informative and gave me a good grasp of the swordfighter's concept. The only thing I have against it is that I had to pretend that it had decent grammar, which it didn't
Yes !
Very informative. This makes me want to pick up Mii Swordfighter.
this was a great mii sword fighter review and ill be sure to use some of the techniques next tim i play as myself!
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