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Data Mii Swordfighter Moveset Data ( v1.1.0) WIP

Trieste SP

Smash Champion
Joined
Nov 6, 2014
Messages
2,569
Location
遠東
Important: This data is only for MID sized Mii Swordfighter.

Move | First Active | Total Frames | Active Duration | Damage | Launch Angle | Knockback Growth | Base Knockback | Notes
Jab 1 | 6 | 18 | 6-7 (2) | 4% | 85°
Jab 2 | 6 | 22 | 6-7 (2) | 3% | 60°
Jab 3 | 7 | 38 | 7-11 (5) | 5% | 55°
Dash Attack | 9 | 47 | 9-11 (10) 12-18| 6% (Sourspot) / 10% (Normal) | 60° | | | The sourspot is Tip of Sword for this attack, everywhere else is Normal.
Forward Tilt | 11 | 34 | 11-13 (3) | 12% | 0°
Up Tilt | 8 | 32 | 8-12 (5) | 7% | 85°
Down Tilt | 5 | 19 | 5-6 (2) | 8% | 60°

Move | First Active | Total Frames | Active Duration | Damage | Charge Window | Active After Charge | Launch Angle | Knockback Growth | Base Knockback | Notes
Forward Smash | 16 | 59 | 16-18 (3) | Uncharged 14% (Normal) 15% (Sweetspot1) 16% (Sweetspot2) | 9 | 7 | 0° | | | Normal is most of the blade. Sweetspot1 is very slightly behind the tip. Sweetspot2 is the extreme tip
| | | | Charged 19% (normal) 21% (Sweetspot1) 22% (Sweetspot2)
Up Smash 1 | 11 | 59 | 11 (1) | 4% | 5 | 6 | 130° | | | It has a bind spot. (Mario) will not be hit if he's Standing behind you
Up Smash 2 | 14 | 59 | 14 (1) | 3% | 5 | 6 | 104°
Up Smash 3 | 20 | 59 | 20 (1) | 3% | 5 | 6 | 110°
Up Smash 4 | 26 | 59 | 26 (1) | 7% | 5 | 6 | 95°
| | | | Uncharged 17% Charged 23%

Down Smash (Front) | 7 | 53 | 7-8 (2) | Uncharged 12% | 4 | 3 | 27°
| | | | Charged 16%
Down Smash (Rear) | 15 | 53 | 15-16 (2) | Uncharged 15% | 4 | 3 | 32°
| | | | Charged 21%

Move | First Active | Total Frames | Active Duration | Landing Lag Window | Landing Lag | Damage | Launch Angle | Knockback Growth | Base Knockback | Notes
Neutral Air | 11 | 48 | 11-24 (14) | 6-32 | 15 | 8% | 0° |
Forward Air 1 | 11 | 46 | 11 (1) | 1-50 | 17 | 3% | 361° |
Forward Air 2 | 16 | 46 | 16 (1) | 1-50 | 17 | 3% | 361° |
Forward Air 3 | 21 | 46 | 21 (1) | 1-50 | 17 | 5% | 60° |
Back Air | 8 | 37 | 8-9 (2) | 1-28 | 15 | 14% | 0° |
Up Air | 11 | 44 | 11-13 14-23 (13) | 11-29 | 16 | 16% | 80° |
Down Air | 14 | 58 | 14-37 (13) | 5-79 | 30 | 9% (Rare - 10%) | 220° |
Down Air (Landing) | 14 | 58 | 2-3 (2) | 5-79 | 30 | 9% (Rare - 10%) | 250° |

Move | First Active | Total Frames | Active Duration | Damage | Launch Angle | Knockback Growth | Base Knockback | Notes
Gale Strike | 23 | | | Approx. 2% damage | 86° | | | Damage Varies By Distance, Losing Damage Over Distance Traveled
Shuriken of Light | 1 | | | Max - 18% Min - 1% | 70° | | | Damage Varies by Distance, GAINING Damage Over Distance Traveled and NO HIT STUN at point-blank distance
Blade Fury | 6-7 | 34 | | Min - 9% Max - 23% | 45° | | | Maximum Charge is many very weak hits followed by a 16% finisher
Airborne Assault | | | | Min - 7%/10% Max - 16%
Slash Launcher | 3-8 | 8 | | Min - 6% Max - 10% | 50°
Chakram | 1 | | | 6%/6.5% Multiple hits - 13% | | | | Has variable firing modes, a single-hit 'smash toss' or a 'hovering boomerang' multi-hit
Stone Scabbard | 1-3 | | | 13% | 50° | | | 5%, 3%, 5% over 3 hits
Skyward Slash Dash | 24 (Startup) 2-3 (leap) | | | 10% | 50° (Startup) 45° (leap)| | | Multiple 1% hits followed by a 5% finishing hit
Hero's Spin | 4-8 | 36 | | Min - 14% Max - 19% | 45°
Hero's Spin Air | 8 | 22 | | 14% | 80° (On First Active) | | | 4%, 2%, 2%, 2%, and a 4% finishing hit
Blade Counter | 6-7 | 7 | | Min - 18% | 48° | | | Multiplier is approx. 1.2x to 1.21x
Reversal Slash | | | | 6% | 110° | | | Projectile Reflect (Multiplier 1.48x)
Power Thrust | 12-16 | 32 | | Max Range - 8% Close Range - 10% | 35°
Final Edge (Final Smash) | | | | Approx 48% - 54% | 38° | | | Many, many projectiles that do approx. 8% each

Move | First Active | Total Frames | Active Duration | Damage | Launch Angle | Knockback Growth | Base Knockback | Notes
Grab | 6 | 28 | 6-7 (2) |
Dash Grab | 8 | 28 | 8-9 (2) |
Pivot Grab | 9 | 33 | 9-10 (2) |
Ground Release | | 29 |
Air Release | | 39 |
Grab Releasing | | 29 |
Pummel | 16 | Weight dependent | | 3% |
Forward Throw | 11/13 | 40 | | 5% | 45° |
Back Throw | 15/16 | 45 | | 6% | 45°
Up Throw | 21/23 | 49 | | 6% | 80°
Down Throw | 35/40 | 57 | | 4% | 80° | | | As 2%, 2% over two hits

Move | Start | Total Frames | Ending Lag | Invincibility | Invincibility Duration | Attack On
Forward Roll | 3 | 30 | 11 | 4-19 | 16
Back Roll | 3 | 30 | 11 | 4-19 | 16
Spot Dodge | 2 | 27 | 8 | 3-19 | 17
Air Dodge | 2 | 33 | 5 | 3-28 | 26
Forced Ledge Hold | | 20 |
Ledge Climb | | 44 | 1 | 1-43 | 43
Ledge Roll | | 49 | 22 | 1-27 | 27
Ledge Jump | | 12 | | 1-12 | 12
Ledge Attack | | 55 | 36 | 1-19 | 19 | 22
Neutral Tech | | 26 | 6 | 1-20 | 20
Forward Roll Tech | | 40 | 20 | 1-20 | 20
Back Roll Tech | | 40 | 20 | 1-20 | 20
Forced Knock Down Wait | | 26
Neutral Get Up | | 29 | 7 | 1-22 | 22
Forward Roll | | 35 | 11 | 1-24 | 24
Back Roll | | 35 | 4 | 1-31 | 31
Get Up Attack | | 45 | 23 | 1-22 | 22 | 17.21

Move | Start | Total Frames
Item Drop | 5 | 23
Item Throw (Ground) | 10 | 20
Back | 14 | 20
Up | 15 | 20
Down | 8 | 18
Dash | 6 | 45
Item Throw (Air) | 10 | 20
Back | 14 | 20
Up | 15 | 20
Down | 8 | 18
Soft Landing | 2
Hard Landing | 5-6
Air Dodge Landing | 21
Initial Dash | 13
Jump Squat | 7
Sources:
https://docs.google.com/spreadsheet..._XW9af870NqIzZbOvVt3AdyaUQ/edit#gid=615232391
http://pastebin.com/PzTjdtx8
http://opensa.dantarion.com/s4/mastercore2/index.php?char=miiswordsman&mode=view104

Special thanks to everyone who helped me with this![/COLOR]
 
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san.

1/Sympathy = Divide By Zero
Moderator
Joined
Oct 26, 2008
Messages
5,651
Location
Rochester, NY
NNID
Sansoldier
3DS FC
4957-2846-2924
Nice. Not sure why you didn't add min and large size.
Move | First Active | Total Frames(min,med,large) | Notes
Jab 1 | 6 | 17, 18, 21
Jab 2 | 6 | 20, 22 27 | +9 transition for medium and lower, +10 transition for large+
Jab 3 | 7 | 34, 38, 46 | +9 transition, +10 for large
Dash Attack | 9 | 42, 47, 55
Forward Tilt | 11 | 31, 34, 40
Up Tilt | 8 | 29, 32, 38
Down Tilt | 5 | 17, 19, 23

Move | First Active | Total Frames | Notes
Forward Smash | 16 | 52, 59, 71
Up Smash | 11 |54, 59, 68
Down Smash (Front) | 7 | 47, 53, 63

Move | First Active | Total Frames | Non-autocancel frames | Landing Lag | Notes
Neutral Air | 11 | 44, 48, 55 | 6-30, 6-32, 6-34 | 11, 15, 18 | autocancels before and after the non-autocancel frames
Forward Air | 11 | 42, 46, 53 | 1-44, 1-50, 1-57 | 12, 14, 18 | landing lag may be 1 frame lower, not sure
Back Air | 8 | 32, 37, 45 | 1-24, 1-28, 1-33 | 11, 15, 18
Up Air | 11 | 41, 44, 50 | 11-27, 11-29, 11-30 | 12, 16, 19
Down Air | 14 | 55, 58, 64 | 5-71, 5-79, 5-90 | 23, 30, 37 | WOAH, there's a huge landing lag difference here. Also, IASA starts Waaay before the autocancel triggers. There's a period of time where you can land for the dair landing hit or an aerial
 
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Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
all these people working together to make a comprehensive data table for all Swordfighter variations
Brings a tear to my eyes T.T
 

Player -0

Smash Hero
Joined
Jun 7, 2013
Messages
5,125
Location
Helsong's Carpeted Floor
Are you sure about some of these? Maybe I'm reading it wrong but it says jump squat is like, 7 frames. Also Hero's Spin hits on frame 4? Thought it did then someone said it didn't and now it does?
 

LordWilliam1234

Smash Journeyman
Joined
Nov 26, 2014
Messages
410
Switch FC
7820-3654-7995
Hero's spin has a minimum charge time of 4 frames. The start-up from when you release it from a charge is 4 frames. So in total, uncharged Hero's Spin is 8 frame start-up at minimum.
 

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
Hero's spin has a minimum charge time of 4 frames. The start-up from when you release it from a charge is 4 frames. So in total, uncharged Hero's Spin is 8 frame start-up at minimum.
That explains why @Berserker. said that Hero's Spin was frame 4
 

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
Seems I'm very late, but I wanted to share what I was just labbing for 0/0 (Tiny) Mii Swordsman:

Jumpsquat: 7 frames
SH Air Time: 38 frames
FH Air Time: 55 frames
Soft Landing Lag: 2 frames
Hard Landing Lag: 5 frames
Walk Speed: ~1.45 (Rivals Fox)
Run Speed: ~1.86 (Rivals Yoshi)
Air Speed: ~1.12 (Rivals Ryu)
Fall Speed: 1.6? (Rivals Ike)
Fast Fall Speed: 2.56? (Rivals Ike)

I'm not aware of the exact data, so I just did endlag for the move.
Move | Total Frames
Jab1 | 17
Jab2 | 20
Jab3 | 34
Dash Attack | 41
Ftilt | 30
Utilt | 29
Dtilt | 17
Fsmash | 52
Usmash | 54
Dsmash | 47
Standing Grab | 25
Dash Grab | 31
Pivot Grab | 29
Pummel | IASA=34 (same as Guest size)
-All throws have the same endlag as Guest size
-All dodges have the same endlag as Guest size
Aerial | Total Frames | Landing Lag
Nair | 44 | 12
Fair | 42 | 12
Bair | 32 | 12
Uair | 41 | 13
Dair | 55 | 24
And now, I leave a question:
  • For finding Down air's landing lag, do we factor in the first frame of the move's Landing, or no? Because I did factor in the first frame of Down air, which was frame 39 for Tiny 0/0 Swordsman. The SH Air Time is 38 frames, so yeah.
 
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