52 Mii Swordfighter
Wii Sport (2006 - Wii)
L’épéiste Mii est un personnage qui possède beaucoup d’options pour pouvoir contrecarrer le jeu de projectiles adverse ce qui en fait un très bon personnage contre les zoneurs et qui peut facilement surprendre vu qu’il est finalement peu joué. De plus, le fait qu’il puisse choisir entre plusieurs attaques spéciales lui permet encore plus de mieux réagir à son adversaire.
Characteristics
Strengths
- Zoning abilities
- Range of his moves
- Versatile
- Few played
Weaknesses
- Bad air speed
- Bad disadvantage
- Exploitable recovery
- Struggles to kill
Matchups
Favourable
Unfavourable
Stages
Favourable
- Big enough for his projectiles
- Platforms to protect
Unfavourable
- Platforms too high
- The lack of platforms can bother
Skills
Pro Tips
Features
All Miis possess a great particularity. Knowing that they are customizable characters, we can find this particularity on their moves. They have the possibility to choose from 3 special moves for each special move. There are plenty of possible combinations, but the 1322 is one of the best in general, although the 1332 is better against heavy characters or characters that cannot really be edgeguarded, in order to kill them faster.
Best moves
UP AIR
It is his best move on advantage. The attack possesses a big disjointed hitbox, with a more powerful hit at the beginning of the move. A great combo tool, especially with itself, after a down throw. It can even kill if it is followed by a tornado around 90%. It is this character's main killmove, and one of his most important attacks to raise your enemy’s %, and to juggle with him.
DOWN TILT
It is the best spacing and shield poking move of the entire game. It is useful to hit an enemy under a shield while staying safe, since this move is Mii Swordfighter's quickest attack. This move has a great range and inflicts around 10%. A move you must pay respect to, because it leads to combos at low and mid percentages, which makes it an excellent neutral tool too. Also, since you crouch for performing the move, you are harder to hit.
SIDE B N°3
There can be only one chakram at once, and it is guidable in 5 different directions. If you hold Side b, you will perform a strong chakram, which moves horizontally and is pretty fast. It has a pretty strong launch power and deals around 10%. The weak chakram is realized by performing a regular side b. It goes much slower, straight forward, and deals multiple hits, before coming back.
FORWARD AIR
Thanks to its range, it is a great spacing tool, although it is quite slow. It also allows you to end some combos at low %, and it can even kill near the ledge. You also can fast fall it in order to start devastating combos. A great move that nevertheless has some issues, like its slowness.
DOWN THROW
La Down Throw reste un très bon move aussi même s'il ne s'agit que d'une throw car c'est la meilleure du personnage grâce à son éjection qui peut mener à un peu n'importe quoi.
DOWN AIR
This very disjointed move is useful to hit a shield and possesses a great ejection power while landing. However, if you simply use it on the air, it won’t spike, neither will it eject your opponent. It will simply drag down the opponent with you, which allows you to put the opponent on a level he won’t be able to recover from.