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Mii Swordfighter Frame Data

Iremia

Smash Rookie
Joined
Jul 5, 2014
Messages
16
Location
Minneapolis, MN
I didn't see a thread on this, so here it is.


Mii Swordfighter Frame Data 2.0.1

The first number listed is the first active hit box.
I didn’t determine the total active frames because that’s more complicated and the animations in the game are deceptive.


Normals

Jab 1 - 6, Completes 19, FAF 20


Down Tilt - 5, Completes 19, FAF 20

Forward Tilt - 10, Completes 34, FAF 35

Up Tilt - 8 in front, 12 behind, Completes 32, FAF 33


Down Smash - 7 in front, 15 behind, Completes 53, FAF 54

Forward Smash - 15, Completes 59, FAF 60

Up Smash - 11, 13, 20, Completes 59, FAF 60
(Note: this move has 3 hits, but only an animation for 2. If you slow it down, the first hit just happens in front of Mii Swordfighter on frame 11, then he will swing the next two.)


Aerials

Nair - 10 first hit behind, I got 20 last hit, but wasn’t able to connect at 21. Completes 48, FAF 49; Landing Lag 9

Fair - 12, 16, 21, Completes 46, FAF 47; Landing Lag 12

Bair - 10, Completes 37, FAF 38; Landing Lag 9

Uair - 11, Completes 44, FAF 45; Landing Lag 10
(Note: Not 100% certain what frame, but If you land on or before frame 9, you only receive 5 frame of landing lag. This is a good move to land with after being hit instead of teching.)

Dair - 14, Completes 58, FAF 59; Landing Lag 18
(Note: This move takes a long time to end in the air because Mii Swordfighter lets his sword go part way through and has to spend time catching it again before the FAF.)


Specials

Neutral

1 - Gale Strike - Tornado appears with a hit box on 20, the tornado lasts until frame 76. Completes 67, FAF 68
(Note: Mii Swordfighter spins around twice before the tornado comes out. The tornado is roughly 6 units away at this time. Don’t use tornado unless your zoning at mid-long range or edge-guarding.)

2 - Shuriken of Light - Hit box active 13-50, Completes 37, FAF 38

3 - Blurring Blade -
No charge - first hit box at 17, Completes 85, FAF 86
Full charge - first hit box at 67, Completes 134, FAF 135


Side

1 - Airborne Assault -
Grounded - 27, Completes on whiff 105, FAF 106
Aerial - Once in range, the move takes 2 frames to make contact and deal damage, Landing Lag on whiff 20, Landing Lag on hit 5

2 - Gale Stab - No charge: 9, Completes 55, FAF 56

3 - Chakram - (Note: Mii Swordfighter spins the chakram around his hands a couple times before actually releasing it.)
Hard Chakram - 18 and lasts until ~40, Completes 52, FAF 53
Soft Chakram - 18 lasts until 89, Completes 52, FAF 53


Up

1 - Stone Scabbard -
Grounded - Full body and head invincible 5-12, 13-17?, (No hit box despite animation 18-41, down strike 42 (Not sure how long the ground hit box is), Completes 95 (Including landing lag), FAF 96, Landing Lag 44 (Note: Once again, Miss Swordfighter releases his sword and then catches it which increases the end lag.)
Aerial - Looks to be the same as grounded, completion varies based on how far you travel downward.

2 - Skyward Slash Dance - 15, Completes ~60 and goes helpless, Landing Lag 20

3 - Hero’s Spin -
Grounded - 8, Completes 78, FAF 79
Aerial - 8, last hit ~47-48, helpless shortly after, Landing Lag 30


Down

1 - Blade Counter - Not sure about active counter frames. Invincible 5-6, Completes 59, FAF 60

2 - Reversal Slash - 16, Completes 36, FAF 37. On hit, fully invincible frame 17-26 (Note: The rainbow animation starts up on frame 8, but does no damage until frame 16. I am unsure of how long the reflection window lasts. Second note: Invincibility on hit covers Mii Swordfighter’s entire body and head except the tips of his feet. Unsure of where the hurt box actually is.)

3 - Power Thrust - (Note: Once again, Miss Swordfighter releases his sword and then catches it which increases the end lag.)
Grounded - 14, Completes 61, FAF 62
Aerial - 16, Landing Lag 39


Misc.

Shield - 2 (Universal)

Shield Drop- 11 (Universal)

Grab - 6

Dash Grab - 9

Dash - can change directions 1-6, Completes 17, FAF 18

Dash Attack - 9, Completes 41, FAF 42

Roll Dodge Forward - 29 frames to complete, 4-15 invincible (Fresh)

Roll Dodge Back - 34 to complete, invincible 5-16 (Fresh)
(Note: He stops being invincible when he goes for the handstand flip.)

Spot Dodge - 25 to complete, 3-17 invincible (Fresh), Interruptible with attack at frame 20, attack starts frame 21

Neutral Air Dodge - 3-30 Invincible

Direction Air Dodge (Horizontal) - 3-21 Invincible

Note: The dodges, dashes, and grabs for all three Mii fighters have the exact same frame data with the exception of Mii Swordfighter's neutral air dodge having 1 extra frame of invincibility (3-30, not 3-29).


General observations:
  • Rolls are really bad, spot dodge is pretty good.
  • Down tilt has almost the same frame data as Melee Marth’s which just shows how amazing it actually is, albeit not as long range.
  • All of his aerials except maybe Bair are slow to end in the air. They aren’t Ike slow, but they are approaching that level.
  • Nair is really good for moving around on stage as it only has 9 frames of landing lag and starts setting up tech chases at like 10%. (Here's a not great video of follow-ups, confirms, and jab lock stuff I posted in the combo thread.)
  • A fair amount of his moves are quite slow to start, end, or both. There’s a lot of fat that could be trimmed off Mii Swordfighter’s kit that would make him feel a little quicker and be able to compete with the faster/better characters in the game. Otherwise, he’s a really solid and fun character.

Update Log:

3/23/19 - Finished the custom moves and made some better observations.
3/29/19 - Added dash attack information, fixed directional air dodge invincibility (lasts until 21, not 22).
 
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