Mii Fighter (Smash Plus)

The Mii Fighters are playable characters in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Miiverse universe, they are collectively listed as Fighter #72 in Smash's modified numbering system, and are all classified as Middleweight fighters. They are hidden at the start of the game, and can only be unlocked when you create a Mii Fighter yourself.
The Mii Fighter continues the trend of customization being less about utility and more about aesthetics that began with the transition to Smash Ultimate. In that game, the Mii Fighters were given fixed attributes. In Smash Plus, they have been given fixed movesets, excising the idea of custom moves altogether. However, a trio of new Mii Fighters have been added into the mix, giving players a total of 6 different movesets to choose from. In addition to the previous Mii Brawler, Mii Swordfighter and Mii Gunner movesets, players also now have the Mii Spellcaster, Mii Athlete and Mii Psychic. Each have their own strengths and weaknesses, but all have two normal jumps and all are capable of wall jumping.
==Mii Brawler Moveset==
The Mii Brawler functions as an up close and personal fighter. Utilizing combos and rapid strike movements, the Brawler has the second fastest ground speed of all the Mii Fighters (only behind the Mii Athlete) and can rack up damage quickly with their variety of multi-hitting moves. However this mobility comes with a tradeoff of survivability, as the Mii Brawler is the easiest (behind only the Mii Athlete) to launch with a powerful move. In addition they are the only one of the Mii Fighter's that completely lacks a projectile, making them very susceptible to rapid approach fighters with big hitting moves, and unable to adequately counter projectile zoners. In short, the Mii Brawler functions best with hit and run tactics, picking their spot before moving in for the finishing blow.
===Basic Attacks===
*Neutral Jab- The Brawler hits a two-punch combo, followed by a series of repeated punches that ends in a roundhouse kick to launch foes away.
*Side Tilt- The Brawler performs a stronger version of the roundhouse kick from his Neutral jab. This attack can be altered slightly up or down depending on directional input.
*Up Tilt- The Brawler leaps up slightly with an uppercut to foes. Hits directly in front of the Brawler and by far has the most endlag of all the Brawler's tilt attacks.
*Down Tilt- The Brawler crouches down and hits an inverted sweep kick in front of himself.
*Dash Attack- The Brawler jumps into the air with a flying kick. A risky approach given its slight startup lag, but the damage offsets it slightly.
*Grab & Pummel- The Brawler reaches out in front of himself with a short range grab. He pummels with headbutts.
*Forward Throw- The Brawler launches foes away with a straight backhand punch. Easily the Brawler's most reliable KO throw.
*Back Throw- The Brawler lifts the opponent behind himself and kicks them away with a straight side kick.
*Up Throw- The Brawler tosses the opponent into the air and hits them with a palm strike, knocking them straight upward.
*Down Throw- The Brawler karate chops the opponent onto the ground, bouncing them up into the air for further combo followups.
*Neutral Air- The Brawler performs a flying kick with a lingering hitbox. It does more damage if it connects when it first comes out.
*Forward Air- The Brawler hits two successive inward kicks, with the first hit leading into the second one, which launches foes away.
*Back Air- The Brawler hits a spinning back kick that comes out quickly and deals great damage, making it a reliable KO move.
*Up Air- The Brawler swings his leg overhead in a spinning crescent kick. Does far more damage early on with a clean hit, sourspotting on a late hit.
*Down Air- The Brawler performs a double axehandle straight down. The move can spike opponents if it connects right as it begins.
===Smash Attacks===
*Side Smash- The Brawler fires a strong straight punch forward. The move will send the Brawler forward slightly, and has a strong bit of endlag if it misses, however it is his most powerful Smash attack both in terms of damage and knockback, particularly at full power.
*Up Smash- The Brawler flips in place with a front flip kick, knocking opponents straight up into the air. A good anti-air tool, despite the sourspot that lingers on the late hit.
*Down Smash- The Brawler balances on one foot and punches forward with his fist while kicking behind himself with his foot. Comes out quickly, with both hits doing the same amount of damage and knockback.
===Special Moves===
*Neutral Special: Flashing Mach Punch- The Brawler will perform five quick punches directly in front of himself. If any of these 5 hits connect, then the Brawler will deliver a flurry of 20 more punches in rapid succession, finishing with a hard right hand to knock foes away. It does good damage if all blows connect, but has very limited range and also a slight amount of endlag if it misses completely.
*Side Special: Onslaught- The Brawler charges forward a short distance with their knee out. If they hit any opponent during this rush, then they will fire off 8 kicks and punches, finishing with a roundhouse kick to launch foes away. Compared to the Neutral Special it does more damage overall and can be used as a horizontal recovery move close off stage. However it will send the Brawler into freefall if used in the air. It also has a cooldown period of 8 seconds if it is used correctly. Using Onslaught during this cooldown period will cause the damage and knockback to be halved.
*Up Special: Soaring Axe Kick- The Brawler leaps high into the air with a front kick. Before reaching (or at the) apex of the jump, players can press the special button again to cause the Brawler to fly straight downwards with an axe kick, spiking foes if it connects with them in midair and launching them on the ground. If the Brawler reaches the apex of the jump without the special button being pressed though, then he will simply enter freefall.
*Down Special: Counter Suplex- The Brawler assumes a defensive stance and glows briefly. If physically attacked during that time, the Brawler will counter and will German Suplex the attacking opponent, knocking them away behind him. This counter doesn't work on projectiles and has a short duration, but it does a decent amount of damage and has very little endlag compared to other counter manuevers.
*Final Smash: Omega Blitz- The Brawler launches an upward heel kick. The first player to be hit by the kick will be sent to center screen, where the Brawler leaps up and proceeds to deliver several punches and kicks, racking up damage before finishing with a double axehandle that sends them straight down and bounces them up off the stage. Does a good amount of damage, but has very limited range. It also only affects one player.
===Miscellaneous===
*Entry Animation- The Brawler jumps onto the screen with an explosion, doing two quick punches and finishing on a pose.
*Idle Animation 1- The Brawler unclenches and clenches his fist several times, ready for battle.
*Idle Animation 2- The Brawler hops back and forth from foot to foot for a second or so.
*Side Taunt- The Brawler assumes three separate fighting stances in quick succession, finishing on a backhanded knife stance.
*Up Taunt- The Brawler does a backflip in place and then ends on a standing crane pose.
*Down Taunt- The Brawler faces the camera and punches the air in front of them twice, similar to their entry animation.
*Victory Animation 1- The Brawler hits a front punch, followed by a backhand, and ending on a pose with a roundhouse kick.
*Victory Animation 2- The Brawler punches repeatedly and rapidly in front of themselves, before finishing with a final punch.
*Victory Animation 3- The Brawler cartwheels into the picture and then finishes with a standing sidekick pose.
==Mii Swordfighter Moveset==
Unlike the Brawler, the Mii Swordfighter can put a little distance between themselves and the battle, though not as much as other swordsmen in the game. The Swordfighter's Smash Attacks somewhat lack range, and his special moves have a pronounced amount of startup time for them to activate or achieve full power. On the average though, the swordfighter is a much more balanced Mii character, dealing out decent damage and lacking any true weakness overall. This does come with lacking any one true strength as well, however. While this is the Mii Fighter that is easiest to pick up, it is also the one that you will likely use less as you master the others.
===Basic Attacks===
*Neutral Jab- The Swordsman hits a three slash combo, ending with an upward arcing slash with his sword. It has surprisingly high knockback for a neutral attack finish.
*Side Tilt- The Swordsman slashes his sword directly in front of himself in a horizontal motion. A reliable KO option at higher percentages.
*Up Tilt- The Swordsman slashes above his entire body with an overhead swing. This covers his entire upward area, making it a great anti-air tool if timed correctly.
*Down Tilt- The Swordsman crouches down and thrusts his sword forward at a low angle. This move knocks opponents up for further combos.
*Dash Attack- The Swordsman slashes his sword outwardly while sliding forward a short distance. Good damage, but has noticeable endlag.
*Grab & Pummel- The Swordsman grabs with his free hand directly in front of himself. He pummels with quick knee strikes.
*Forward Throw- The Swordsman kicks the opponent away with a front kick. Like all of the Swordsman's throws, they do very little damage or knockback.
*Back Throw- The Swordsman spins the opponent around and kicking them away behind him.
*Up Throw- The Swordsman tosses the opponent up into the air and delivers an overhead slash with his blade.
*Down Throw- The Swordsman slams the opponent onto the ground, popping them back up into the air for further combos.
*Neutral Air- The Swordsman swings his sword around in a circular pattern while doing a corkscrew motion in midair. Launches on contact.
*Forward Air- The Swordsman stabs his sword forward three times in midair, with the third hit doing both the most damage and launching foes.
*Back Air- The Swordsman spins around and slashes with his sword in a rising arc. Arguably his most reliable aerial move.
*Up Air- The Swordsman holds the sword above his head, blade pointed upward, while spinning in a circle. Launches on contact.
*Down Air- The Swordsman falls the ground while spinning around, pointing their blade straight down.
===Smash Attacks===
*Side Smash- The swordsman steps forward and swings his blade down with a double handed swing. It does immense damage if it connects with the tip of the blade, however it has severe endlag if it misses.
*Up Smash- The Swordsman jumps in the air and swings his sword overhead twice in a corkscrew motion. Unlike similar flurry swipe attacks, this one does not vacuum in players, leaving the Swordsman vulnerable if opponents aren't in range.
*Down Smash- The Swordsman crouches low and swings his sword both in front of himself and then behind himself. The back hit does slightly more damage than the front hit.
===Special Moves===
*Neutral Special: Gale Strike- The Swordsman spins around and creates a small tornado projectile that flies out a short distance. The move does good damage and decent knockback, though the knockback doesn't scale with damage. It does more damage if it hits earlier in the move.
*Side Special: Airborne Assault- The Swordsman leans backwards, and then flips forward with their sword extended, traveling a decent distance in the process. If they hit an opponent, they will flip backward after dealing a good amount of damage. The move can be used for horizontal recovery, though if the Swordsman hits an opponent in midair, they will enter freefall (though not if they hit a grounded opponent.)
*Up Special: Stone Scabbard- The Swordsman slashes upward while jumping up at an angle. When they reach the apex of the jump, then they will shoot straight down quickly with a downward stab. Hits multiple times and has very high knockback if the landing hit is successful. However, if used over the Blast Zone, it will most likely lead to a self-destruct.
*Down Special: Reversal Slash- The Swordfighter performs a quick slash with his sword directly in front of himself, leaving a Rainbow colored "S" behind. While this slash does a small amount of damage, if any projectile hits the S, it will be reflected back with 1.8x damage to it. Can also be used to stall in midair.
*Final Smash: Final Edge- The Swordfighter gets into combat stance and then slashes their sword rapidly several times, firing several multi-colored shockwaves forward at all angles. The shockwaves do more damage the farther opponents are away from them, the knockback designed to drag foes off screen for KO's.
===Miscellaneous===
*Entry Animation- The Swordsman appears in a Whirlwind similar to a Gale Strike and pulls out their sword, ready for battle.
*Idle Animation 1- The Swordsman looks around cautiously.
*Idle Animation 2- The Swordsman points their sword to the sky briefly.
*Side Taunt- The Swordsman spins their sword around in their hand before finishing with a pose.
*Up Taunt- The Swordsman spins in place and tosses their sword a short distance into the air, catching it.
*Down Taunt- The Swordsman poses on one foot with their sword facing upwards in a taunt similar to Link's.
*Victory Animation 1- The Swordsman raises their sword while spinning around, before thrusting their sword forward in victory.
*Victory Animation 2- The Swordsman drops in from the sky, plunging their sword into the ground before withdrawing it and raising it high in victory.
*Victory Animation 3- The Swordsman performs three slashes with their sword, before assuming a defensive stance.
==Mii Gunner Moveset==
The Mii Gunner ranks as the heaviest of the six Mii fighters. As such, she also has the highest survivability rate. Add to this a variety of projectiles and the Gunner serves as a good defensive character overall. However defensive is the best way to describe the Gunner, as she lacks the mobility of the other Mii Fighters, particularly on the ground. Despite having good projectiles at her disposal, she lacks reliable KO options overall save at higher percentages. Players need to take advantage of her defensive prowess and find the right opportunity to strike opportunistically.
===Basic Attacks===
*Neutral Jab- The Gunner fires a three hit combo, starting with a jab, following up with a spin kick and then ending with an explosion from their arm cannon to knock foes away.
*Side Tilt- The Gunner fires a short range energy burst that deals more damage up close than at a distance.
*Up Tilt- The Gunner hits an uppercut with their arm cannon, causing an explosion of flames at the top of the hit for further damage.
*Down Tilt- The Gunner shoots a small burst of flame at their feet directly in front of themselves.
*Dash Attack- The Gunner swings their arm cannon overhead in a punching motion, causing an explosion at the end of it. Has very good knockback, but weak damage.
*Grab & Pummel- The Gunner holds opponents with their non cannon hand, while pummeling with knee strikes.
*Forward Throw- The Gunner punches the enemy away with a hit from the arm cannon.
*Back Throw- The Gunner tosses the opponent behind themselves and then blasts them away with an energy blast from the cannon.
*Up Throw- The Gunner tosses the enemy up and blasts them twice with her arm cannon.
*Down Throw- The Gunner slams the enemy into the ground, which pops them back up into the air for further combos.
*Neutral Air- The Gunner sweeps their arm cannon down in an arc around themselves, launching foes on contact.
*Forward Air- The Gunner fires a single energy projectile straight forward. This will push the Gunner back in the air slightly.
*Back Air- The Gunner detonates a small explosion behind themselves. Her most reliable aerial KO.
*Up Air- The Gunner unleashes a string of energy shots straight above themselves, hitting opponents multiple times and launching on the final hit.
*Down Air- The Gunner fires a single explosive flame below themselves. This can spike foes if it connects right at the detonation point.
===Smash Attacks===
*Side Smash- The Gunner fires a string of shots straight ahead of themselves, hitting opponents multiple times and launching on the final explosion. It does good damage if all the hits connect, but has high endlag time.
*Up Smash- The Gunner fires 5 bursts of explosions in an upward arc over their head. This hits multiple times and launches on the final explosion, and does the most damage of any of the Gunner's Smash Attacks if all hits connect.
*Down Smash- The Gunner detonates an explosion in front of herself, and then detonates a second one directly behind herself. Both hits launch, but the rear explosion does slightly more damage.
===Special Moves===
*Neutral Special: Charge Blast- The Gunner charges a large sphere of energy, similar to Samus' old Charge Shot Special. Pressing the special button again while charging or when a full charge has been reached will fire the projectile. Does major damage at full charge, but the projectile travels slower when fully charged, making it easier to dodge.
*Side Special: Flame Pillar- The Gunner fires a small energy shot downward at an angle that detonates into a small pillar of fire. This pillar hits multiple times, but doesn't launch on the final hit, making it more of a spacing tool than a strong KO tool, stalling enemies long enough to follow up or escape.
*Up Special: Lunar Launch- The Gunner fires a flame straight downward out of their arm cannon, launching themselves up into the air a good distance due to the recoil. While The Gunner herself doesn't have a hitbox, the projectile does decent damage if it hits anything. The Gunner also doesn't enter freefall after this is activated, though it can only be used once in midair.
*Down Special: Echo Reflector- The Gunner activates an energy shield around herself which can be held indefinitely, though the Gunner can't move while it's active. If a projectile hits the shield, it will be reflected back from whence it came with a 1.5x multiplier.
*Final Smash: Full Blast- The Gunner fires a powerful laser straight ahead, complete with two smaller laser cannons orbiting around her firing their own lasers as well. Opponents caught in the blast will be frozen in place and rack up damage, before being launched with the final shot. The beam can also be angled up or down slightly during the Final Smash period.
===Miscellaneous===
*Entry Animation- The Gunner emerges from a burst of electricity, ready for battle.
*Idle Animation 1- The Gunner briefly examines her arm cannon.
*Idle Animation 2- The Gunner points her arm cannon to the right and then looks left briefly.
*Side Taunt- The Gunner places their arm cannon in an upward position and then cocks it as if reloading.
*Up Taunt- The Gunner holds her arm cannon with her free hand and then aims it to the left and then to the right, ending on a pose.
*Down Taunt- The Gunner crouches and fires several shots out of her cannon while it is point blank against the ground.
*Victory Animation 1- The Gunner rolls in from offscreen and then fires her arm cannon twice before finishing with a final shot and pose.
*Victory Animation 2- The Gunner performs her up smash and then her forward smash in quick succession.
*Victory Animation 3- The Gunner swings her arm cannon around twice, before firing an explosion directly in front of herself.
==Mii Spellcaster Moveset==
The Mii Spellcaster is another projectile based fighter, very similar to the Gunner. However, whereas the Gunner operates on a defensive basis, the Spellcaster is much more offensively oriented, with a variety of specials designed to rack up damage much quicker than the Gunner. While her manuverability is superior to the Gunner as well, she is lighter than the Gunner too, making her far easier to knock away. Like the Gunner, her best moves have a bit of startup lag to them as well, making timing of the essence for victory with the Spellcaster.
===Basic Attacks===
*Neutral Jab- The Spellcaster waves their wand in front of themselves twice, hitting opponents with a downward slice and then an upward stab. This can lead into a rapid jab, involving the Spellcaster firing several small bolts of magic into the foe, flinging them away on the final hit.
*Side Tilt- The Spellcaster swings their wand down in front of themselves with an electric trail following it. Launches foes on contact.
*Up Tilt- The Spellcaster waves their wand in a half circle above their head, creating a small trail of magic behind it. The move sourspots on late hits.
*Down Tilt- The Spellcaster crouches down and punches with their free hand. Has limited range, but comes out very quickly.
*Dash Attack- The Spellcaster slides forward while performing a rising slash attack with their wand with a small fiery explosion at the end to launch foes away.
*Grab & Pummel- The Spellcaster grabs with her free hand, pummeling with a small shock of electric magic.
*Forward Throw- Using wind mag, the Spellcaster blows the foe away straight forward. The Spellcaster's weakest throw in terms of damage and knockback.
*Back Throw- The Spellcaster spins the foe around and blasts them backwards with another wind gust. Does far more knockback then the forward throw, but the same amount of damage.
*Up Throw- The Spellcaster creates a small whirlwind underneath the foe which launches them skyward. The Spellcaster's most powerful throw overall.
*Down Throw- The Spellcaster slams the opponent onto the floor and then blasts them away with a burst of magic.
*Neutral Air- The Spellcaster creates four fireballs that orbit around herself briefly, launching foes on contact.
*Forward Air- The Spellcaster performs a forward punch with her wand hand, creating a small burst of magic in front of her. Has a very small sweetspot window.
*Back Air- The Spellcaster creates an explosion of air behind herself, dealing a lot of knockback to opponents but also propelling her forward slightly. Can be used as a horizontal recovery move, but has a lot of endlag.
*Up Air- The Spellcaster creates an explosion of magic directly above herself.
*Down Air- The Spellcaster attacks with her wand in a sweeping arc below herself, leaving an electric trail behind her wand.
===Smash Attacks===
*Side Smash- The Spellcaster charges a spell with their wand, releasing a powerful blast of magic directly in front of themselves. The damage doesn't scale very high even when fully charged, but its range increases as it is charged, making it a hard attack to dodge, but not a reliable KO move.
*Up Smash- The Spellcaster spins their wand in a circle above their head, creating a ring of fire above themselves. This ring damages opponents multiple times before it launches players on the final hit.
*Down Smash- The Spellcaster detonates two small magical explosions, one in front of herself and then one directly behind herself. The explosion in front of herself does slightly more damage than the one behind her.
===Special Moves===
*Neutral Special: Chain Lightning- The Spellcaster shoots a bbolt of electrical magic out directly in front of her. It comes out quickly and does a decent amount of damage, but its real power lies in matches with multiple opponents. Upon connection with an opponent, it will shoot off again in another direction, aiming towards the nearest opponent. It will only do one third the damage if it strikes this second player, but it is useful nonetheless.
*Side Special: Shadow Flame Ball- The Spellcaster casts a small fireball of magic and shoots it forward, the fireball being invisible. It will remain so until it reaches maximum distance or the special button is released, at which point it will explode and do major damage and knockback to anyone hit by it. The fireball can also be steered slightly up or down depending on controller input.
*Up Special: Wind Magic- The Spellcaster creates a small whirlwind beneath themselves, elevating them up into the air a good distance. This move does no damage to opponents, but gives you good vertical recovery as well as limited horizontal control, making it one of the better recovery moves for the Mii Fighters.
*Down Special: Magical Vortex- The Spellcaster drops a small timebomb of magical energy onto the stage. The bomb will remain there for 2 seconds before it creates a vortex effect, sucking in all nearby enemies and then detonating with a magical explosion to send them flying away. Only one bomb can be on stage at a time.
*Final Smash: Elemental Fury- The Spellcaster uses all three of their elemental magics at once. They create a fiery whirlwind around themselves that extends directly up into the upper blast zone. The vortex sucks in opponents and damages anyone caught in it multiple times. In addition, random lightning blasts attack players outside the vortex as well. After 5 seconds, the whirlwind detonates in a blast of magical energy, sending opponents trapped within flying.
===Miscellaneous===
*Entry Animation- The Spellcaster jumps onto the stage, using a whirlwind to slow their descent slightly.
*Idle Animation 1- The Spellcaster looks at the end of their wand and then resumes battle stance.
*Idle Animation 2- The Spellcaster taps their wand on the end of their shoe, causing a few magical sparks to shoot off of it.
*Side Taunt- The Spellcaster waves their wand in front of themselves as if casting a spell while turned to the camera.
*Up Taunt- The Spellcaster tosses their wand into the air and then catches it while ending on a pose.
*Down Taunt- The Spellcaster creates a small display of fireworks above their head in celebration.
*Victory Animation 1- The Spellcaster twirls around twice and shoots off two fireballs from the end of her wand, ending on a pose.
*Victory Animation 2- The Spellcaster detonates several fireworks around themselves as they celebrate their victory.
*Victory Animation 3- The Spellcaster holds their wand close, casts a spell and then disappears in a puff of wind.
==Mii Athlete Moveset==
Speed is the name of the game with the Mii Athlete, as she has the fastest ground and air speed. Like the Mii Brawler, the Athlete is designed to get up close and personal with the enemy, utilizing brawling techniques for most of her moveset. She does have a couple of projectiles to help keep opponents at bay, but fighting in close quarters is essential for the Athlete to be successful. Unfortunately, this comes with a risk, as the Athlete is also the lightest of all the Mii Fighters, and thus the easiest to launch. So be careful when making your attack approaches.
===Basic Attacks===
*Neutral Jab- The Athlete performs a three hit combo of two punches with boxing gloves followed by a straight side kick to knock foes away. One of the quicker neutral attacks.
*Side Tilt- The Athlete dons their boxing gloves and delivers a single straight punch forward that has decent power. This attack can be slightly altered up or down based on controller input.
*Up Tilt- The Athlete attacks with both arms extended upward, as if they are setting a volleyball for a serve. The move comes out quickly and is semi-spammable.
*Down Tilt- The Athlete performs a stabbing attack with a plastic fencing sword at a low angle, which can trip foes at higher percentages.
*Dash Attack- The Athlete performs a running jab attack with their boxing gloves, jumping up in the air slightly in a facsimile of a Superman Punch.
*Grab & Pummel- The Athlete has a short range grab directly in front of them and pummels with a table tennis paddle.
*Forward Throw- The Athlete swings a tennis racket with a forehand swing, knocking the opponent forward.
*Back Throw- The Athlete tosses the opponent behind themselves and then smacks them with a ping pong ball fired from their table tennis paddle.
*Up Throw- The Athlete tosses the opponent up in the air and then spikes them down with a volleyball spike, causing them to smack the stage.
*Down Throw- The Athlete slams the opponent onto the ground and then knocks them away with a wakeboard jump, water pushing away from the athlete in the process.
*Neutral Aerial- The Athlete swings their golf club around in a full circle around themselves. Launches foes on contact.
*Forward Air- The Athlete throws a javelin straight forward that acts as a normal projectile. Does more damage if it hits further away, but will disappear after a short distance away from the Athlete.
*Back Air- The Athlete swings their tennis racket behind themselves with a backhanded strike.
*Up Air- The Athlete stabs a fencing sword up into the air directly above themselves.
*Down Air- The Athlete drops a bowling ball straight onto the ground. This projectile does massive damage if it hits, but has high startup lag and can be reflected away.
===Smash Attacks===
*Side Smash- The Athlete swings their golf club forward with a power drive shot. Has good range in front of the athlete, but somewhat lacks in knockback scaling, making it unreliable as a KO move.
*Up Air- The Athlete leaps in the air and performs an overhand serve with their tennis racket. It covers distance both slightly behind and in front of the Athlete, and when fully charged does a good amount of damage and knockback.
*Down Air- The Athlete swings a kayak oar in front of herself and then behind herself, splashing water forward and backwards as well. The water does very minimal damage, but will push enemies away and nullify weaker projectiles.
===Special Moves===
*Neutral Special: Disc Golf- The Athlete tosses a Disc straight forward. The angle of trajectory can be slightly altered up or down based on directional input, with it pressing up causing the distance to be shorter, and pressing down causing it to travel further and faster but slightly decreasing damage. Pressing the special button while the disc is in flight will summon a small dog onto the stage, who then jumps up and grabs the Disc, which also does some damage and knockback, but increases the endlag of the move tremendously.
*Side Special: Bowling Strike- The Athlete will throw a bowling ball forward, causing it to roll on the ground and even off the stage. Holding the Special Button will charge the move and cause the ball to travel farther, but will not increase its damage or knockback. If attacked while holding the ball in a charge, the Athlete will drop it right in front of themselves, making it something of a defensive tool as well.
*Up Special: Slam Dunk- The Athlete jumps into the air and does a double somersault while holding a basketball. Once they have completed their second rotation, they will let go of the basketball, as if having done a slam dunk in midair. The basketball will fall to the ground as a projectile, bounce once and then disappear. As a recovery move, it doesn't get much vertical height.
*Down Special: In the Zone- The Athlete will pause and take a deep breath, causing a small meter to appear above her head. Pressing the special button again at the precise moment the meter fills up will cause the Athlete to flash and "enter the zone" as it were. This will give a 13 second boost to the Athlete's speed and attack strength. This move cannot be used while it is active, and it has a 6 second cooldown before it can be used again.
*Final Smash: Wave Rider- Regardless of where the player is when activated, The Athlete will be transported to the main platform of the stage, which covers with water. The Athlete will then be on a Jet Ski and will travel across the water logged platform while on the watercraft, dealing major damage and knockback to anyone they hit. The player can also jump in the air while on the Wave Rider, in order to try and hit any opponents who try to escape the water by jumping to another platform. The Athlete will zoom into the right blast zone once, then the left blast zone, and then the right one a third time before the FS ends and the stage returns to normal.
===Miscellaneous===
*Entry Animation- The Athlete parachutes in as if jumping from an airplane.
*Idle Animation 1- The Athlete hops back and forth on her feet.
*Idle Animation 2- The Athlete clinches her fist and ends on a brief pose of confidence.
*Side Taunt- The Athlete stands with her hand on her hip and tosses a baseball in the air twice.
*Up Taunt- The Athlete tries to bounce a ping pong ball on her paddle briefly before resuming battle stance.
*Down Taunt- The Athlete dons her boxing gloves and performs two quick punches in a pose.
*Victory Animation 1- The Athlete rides a Wave Rider into the screen, ending on a flip and posing in victory.
*Victory Animation 2- The Athlete dribbles a basketball into frame and then dunks it through a basket
*Victory Animation 3- The Athlete stands atop a medal podium, wearing a gold medal and waving at the cheering crowd.
==Mii Psychic Moveset==
The Mii Psychic is arguably the most unique of all the Mii Fighters, given their disjointed attacks and general floaty nature (given that they literally float on the ground). The Psychic's movements are average for the most part, but his attack power is certainly nothing to scoff at. Both his basic attacks and his throws do major damage and knockback. However, the Psychic is rather fragile, boasting the worst defensive stats of any of the Mii Fighters overall. To counter this, many of the Psychic's special moves are designed around confusion and disabling opponent's options offensively. The Psychic is probably the hardest Mii Fighter to master, but also the one likely to give opponents the most fit due to sheer unpredictability.
===Basic Attacks=== 
*Neutral Jab- The Psychic performs two slaps in front of himself and then launches foes with a small psychic explosion.
*Side Tilt- The Psychic creates a psychic blade and jabs it straight forward. Has good range for a tilt attack.
*Up Tilt- The Psychic swings there hand above their head, leaving a psychic trail of energy behind it. Damages opponents multiple times before launching on the final hit.
*Down Tilt- The Psychic performs a weak swing with a psychic blade directly in front of themselves.
*Dash Attack- The Psychic creates an aura around themselves and performs a short range shoulder tackle.
*Grab & Pummel- The Psychic holds opponents with a telekinetic hold. He pummels by sending psychic shockwaves through them.
*Forward Throw- The Psychic telekinetically flings the opponent straight forward with a simple shove.
*Back Throw- The Psychic teleports behind the held opponent and then flings them forward. Slightly stronger than the forward throw.
*Up Throw- The Psychic causes a psychic explosion directly underneath the held opponent, sending them skyward. Any other opponents nearby can also be damaged by the explosion.
*Down Throw- The Psychic telekinetically slams the opponent onto the ground, popping them up for further combo attacks.
*Neutral Air- The Psychic has a ball of psychic energy fly around themselves in a circle. Launching opponents on contact.
*Forward Air- The Psychic creates a psychic blade and swings it in front of themselves in a downward strike.
*Back Air- The Psychic creates a small psychic explosion behind themselves. The most reliable KO move the Psychic has.
*Up Air- The Psychic creates a small field of psychic energy above themselves. Hits opponents multiple times and launches on the final hit.
*Down Air- The Psychic stalls in midair and then stabs directly downward with a psychic blade. Can spike foes right at the beginning of the move.
===Smash Attacks===
*Side Smash- The Psychic delivers a straightforward palm thrust with an explosion of psychic energy. The bulk of the damage and knockback occurs right at the end of the fist. The psychic wave created by the attack merely pushes foes away, and will travel further the longer the attack is charged.
*Up Smash- The Psychic creates a small field of psychic energy above themselves. Enemies hit by the field will be trapped within it briefly, taking multiple hits of damage, before being launched on the final hit. The psychic field will last around 1.3 seconds at full charge, during which time the Psychic has Super Armor, but can still take damage. The Super Armor only happens at full charge, though.
*Down Smash- The Psychic creates two psychic blades and swings them on either side of himself at low angles. The quickest of all of the Psychic's Smash Attacks.
===Special Moves===
*Neutral Special: Mind Blast- The Psychic causes an explosion of psychic aura around themselves. Opponents hit by the blast will be temporarily stunned in place before being launched away. Holding the special button will cause the attack to charge up, and at full charge the attack will have a far higher range and damage potential. While charging the attack though, the Psychic will be unable to move, and there is endlag once the attack is unleashed.
*Side Special: Telekinesis- The Psychic causes a small explosion of psychic energy to shoot out directly in front of themselves. Normally this will simply shove opponents away. However if it hits an opponent for a brief window right after it is launched, then the opponent will be pulled into a command grab, where the Psychic will telekinetically twirl them around and then toss them in a chosen direction, a far greater distance than any of the Psychic's normal throws. However the sweet spot window is very narrow.
*Up Special: Teleportation- The Psychic will instantly teleport themselves away in a chosen direction before entering freefall. Unlike similar warp moves, this does no damage to opponents, but does cover a good amount of recovery distance. Players can choose the direction of the teleport through directional input.
*Down Special: Foresight- The Psychic creates a small psychic shield directly in front of themselves that acts as a reflector to projectiles with a 1.6x damage multiplier. It normally will not work on physical attacks, unless the attack comes right as the shield is activated, in which case it will counter the attack with a psychic shove.
*Final Smash: Future Calamity- The Psychic becomes invulnerable and generates a psychic beam that can be steered into opponents. Opponents hit by the beam will be frozen in place briefly while the beam plays out. After 4 seconds, the Psychic causes a massive explosion of psychic energy, sending all of the stunned players flying as the FS ends.
===Miscellaneous===
*Entry Animation- The Psychic teleports themselves onto the field of battle.
*Idle Animation 1- The Psychic spins in a circle in place once as if flying around.
*Idle Animation 2- The Psychic has a small spark of psychic energy fly off of them at a random location.
*Side Taunt- The Psychic puts two fingers to their head and causes a small spark of psychic energy to shine on those fingers briefly.
*Up Taunt- The Psychic creates a psychic sword and brandishes it around in a circle.
*Down Taunt- The Psychic teleports away and then reappears back in the same place, striking a random victorious pose.
*Victory Animation 1- The Psychic floats in midair with their eyes closed concentrating, before suddenly opening them and striking an attack pose.
*Victory Animation 2- The Psychic swings a psychic sword in a three hit combo, posing with it in victory.
*Victory Animation 3- The Psychic detonates two balls of psychic energy around themselves before disappearing with a teleport.
==How to Unlock==
The Mii Fighters are all unlocked whenever you create a Mii Fighter with the game's Creation Tools. They cannot be unlocked through any other means (World of Light, Buying in a Shop, etc.) and do not have to be beaten in Challenger Approaching.
==Costumes==
Coming Soon...
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters