Antonykun
Hero of Many Faces
- Joined
- Oct 10, 2014
- Messages
- 6,727
- 3DS FC
- 1049-0472-0051
previous MU Discussions
@
Antonykun
While Diddy got nerfed last patch he really didn't lose enough to not be a threat any more. In long range Swordfighter can use Gale Strike to destroy both bananas and peanuts meaning that if Swordfighter has the lead he can force Diddy to approach. Of course Diddy is very well capable of approaching Swordfighter given Diddy's mobility coupled with Gale strikes endlag. Diddy's CQC is truly outstanding with his grabs and running up-air while at mid range Diddy can use F-air to make spacing really difficult for the Mii.
Swordfighter needs to keep his head cool and not be overwhelmed by diddy's impressive buttons down tilts and jab locks as he falls down will allow swordfighter to give damage from his optimal space while Up tilts into up air yield massive rewards. Should diddy ever find him self recovering low. do a down air to gimp his rocket barrel recovery. F-smash Outranges and can potentially hit him in the air due to the move's arc.
Customs Swordfighter wants to consider:
SoL which trades destroying diddy's projectiles for damage
Reversal Slash to reflect bananas and make it Diddy uncomfortable to using them
Power thrust for a burst movement option and other things
While Diddy got nerfed last patch he really didn't lose enough to not be a threat any more. In long range Swordfighter can use Gale Strike to destroy both bananas and peanuts meaning that if Swordfighter has the lead he can force Diddy to approach. Of course Diddy is very well capable of approaching Swordfighter given Diddy's mobility coupled with Gale strikes endlag. Diddy's CQC is truly outstanding with his grabs and running up-air while at mid range Diddy can use F-air to make spacing really difficult for the Mii.
Swordfighter needs to keep his head cool and not be overwhelmed by diddy's impressive buttons down tilts and jab locks as he falls down will allow swordfighter to give damage from his optimal space while Up tilts into up air yield massive rewards. Should diddy ever find him self recovering low. do a down air to gimp his rocket barrel recovery. F-smash Outranges and can potentially hit him in the air due to the move's arc.
Customs Swordfighter wants to consider:
SoL which trades destroying diddy's projectiles for damage
Reversal Slash to reflect bananas and make it Diddy uncomfortable to using them
Power thrust for a burst movement option and other things
@
Antonykun
Sheik is the queen of spacing and against Swordfighter this is no exception. F-air pretty much eats all of Swordfighter's stuff bar a perfectly spaced u-tilt/smash, while needles mean that Swordfighter has to at least try to approach. Sheik can also combo Swordfighter off the stage at early percents and potentially end the stock there with a Bouncing Fish, Vanish, or gimp.
The key to beating Sheik is knowing that her walls have holes and recognizing how to capitalize on said holes a perfect shield will give you the opportunity to punish sheik should she have not perfectly spaced a f-air. Power thrust is will open up sheik occasionally but do not rely on it too much. the disjoint of Swordfighter's jab helps while also leading into a jab lock. If any Swordfighters are getting oppressed by Sheik remembere that there is light at the end of the tunnel, think about how to land your kill moves as she struggles to land her's
Customs Swordfighter wants to consider:
Sol to positively trade with needles
Aerial assault as she lacks spikes
Power thrust to close in on her walls
@san.
Sheik is very difficult since she is so fast on the ground, in the air, and with her attacks. The only thing Swordfighter can do is maximize the reward whenever he does get a hit in. I recommend power thrust since if you're chained offstage, you can quickly use it as a recovery option. If you DI perfectly, you should be living to somewhat high percents. Unfortunately, swordfighter doesn't receive much of a benefit from rage outside of grounded hero's spin which will kill early when hit at the cost of being super punishable. Swordfighter has trouble killing Sheik around the 115-130% area since dthrow combos stop and you can only rely on the stronger attacks. Sheik's gravity makes it so that jab1/2 to hero's spin is unreliable and only jab1/2 to grab is really guaranteed. Swordfighter can punish Sheik's whiffs pretty well if he sees it coming. He can also abuse Sheik's ledge vulnerability with dair, but Sheik can still come back if you can't get the footstool after the dair. Swordfighter has quite a few kill setups from the 70-100 range, and that's the time where you want to set those up with dtilt, grabs, and jab cancels.
Edit: nevermind. I learned that jab scales with the opponent's %, so there may be better followups at high %.
Sheik is the queen of spacing and against Swordfighter this is no exception. F-air pretty much eats all of Swordfighter's stuff bar a perfectly spaced u-tilt/smash, while needles mean that Swordfighter has to at least try to approach. Sheik can also combo Swordfighter off the stage at early percents and potentially end the stock there with a Bouncing Fish, Vanish, or gimp.
The key to beating Sheik is knowing that her walls have holes and recognizing how to capitalize on said holes a perfect shield will give you the opportunity to punish sheik should she have not perfectly spaced a f-air. Power thrust is will open up sheik occasionally but do not rely on it too much. the disjoint of Swordfighter's jab helps while also leading into a jab lock. If any Swordfighters are getting oppressed by Sheik remembere that there is light at the end of the tunnel, think about how to land your kill moves as she struggles to land her's
Customs Swordfighter wants to consider:
Sol to positively trade with needles
Aerial assault as she lacks spikes
Power thrust to close in on her walls
@san.
Sheik is very difficult since she is so fast on the ground, in the air, and with her attacks. The only thing Swordfighter can do is maximize the reward whenever he does get a hit in. I recommend power thrust since if you're chained offstage, you can quickly use it as a recovery option. If you DI perfectly, you should be living to somewhat high percents. Unfortunately, swordfighter doesn't receive much of a benefit from rage outside of grounded hero's spin which will kill early when hit at the cost of being super punishable. Swordfighter has trouble killing Sheik around the 115-130% area since dthrow combos stop and you can only rely on the stronger attacks. Sheik's gravity makes it so that jab1/2 to hero's spin is unreliable and only jab1/2 to grab is really guaranteed. Swordfighter can punish Sheik's whiffs pretty well if he sees it coming. He can also abuse Sheik's ledge vulnerability with dair, but Sheik can still come back if you can't get the footstool after the dair. Swordfighter has quite a few kill setups from the 70-100 range, and that's the time where you want to set those up with dtilt, grabs, and jab cancels.
Edit: nevermind. I learned that jab scales with the opponent's %, so there may be better followups at high %.
@
Antonykun
Fox has a very VERY strong CQC game like that jab alone singlehandedly is a reminder of how terrible Swordfighter close range game is. Further more Fox is so blazingly fast that he invalidates any attempts swordfighter has at keep away. He also posses nasty short hop aerials that lead into comboes for more damage. Fox can jab lock with his frame two jab and kill swordfighter with his up or down smash at ludicrous percents.
What lies as Swordfighters saving grace is fox's light weight coupled with his fast fall speed allowing Swordfighter to take early koes against an over eager fox comboes to uptilt become happen longer allowing for threats at even higher than normal percents. Fox has very limited range so make good use of F-smash's range and possibly watch as he gets koed at 76%. Fire fox is extremely gimpable therefore use d-air to take the stock
Customs Swordfighter wants to consider:
Aerial Assault for the extra horizontal recovery and thus better edguarding
Hero's spin for the extra damage and kill set ups but it comes at the price of worse vertical recovery which is curcial for gimping fox with down air
Reversal Slash to reflect a Fox Illusion
Power thrust for the potential early kill
@san.
Fox can beat swordfighter badly, but Fox can get janked so hard by swordfighter's gimmicks. Because of Fox's gravity, swordfighter can dthrow to dair at low percents. Dtilt is somewhat good to throw out vs Fox, but a perfectly timed dash can punish even the tiniest bit of lag. Fox can die to dthrow->uair on stages like town & city and halberd somewhat easily.
Fox has a very VERY strong CQC game like that jab alone singlehandedly is a reminder of how terrible Swordfighter close range game is. Further more Fox is so blazingly fast that he invalidates any attempts swordfighter has at keep away. He also posses nasty short hop aerials that lead into comboes for more damage. Fox can jab lock with his frame two jab and kill swordfighter with his up or down smash at ludicrous percents.
What lies as Swordfighters saving grace is fox's light weight coupled with his fast fall speed allowing Swordfighter to take early koes against an over eager fox comboes to uptilt become happen longer allowing for threats at even higher than normal percents. Fox has very limited range so make good use of F-smash's range and possibly watch as he gets koed at 76%. Fire fox is extremely gimpable therefore use d-air to take the stock
Customs Swordfighter wants to consider:
Aerial Assault for the extra horizontal recovery and thus better edguarding
Hero's spin for the extra damage and kill set ups but it comes at the price of worse vertical recovery which is curcial for gimping fox with down air
Reversal Slash to reflect a Fox Illusion
Power thrust for the potential early kill
@san.
Fox can beat swordfighter badly, but Fox can get janked so hard by swordfighter's gimmicks. Because of Fox's gravity, swordfighter can dthrow to dair at low percents. Dtilt is somewhat good to throw out vs Fox, but a perfectly timed dash can punish even the tiniest bit of lag. Fox can die to dthrow->uair on stages like town & city and halberd somewhat easily.
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