Mythra (SSBU): Difference between revisions

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{{Infobox Character
{{Infobox Character
|name        = Mythra
|name        = Mythra
|image        = {{tabber|title1=Solo|tab1=[[File:Mythra SSBU.png|250px|Mythra]]|title2=With Pyra|tab2=[[File:Pyra & Mythra SSBU.png|250px]]}}
|image        = {{tabber|title1=Solo|content1=[[File:Mythra SSBU.png|250px|Mythra]]|title2=With Pyra|content2=[[File:Pyra & Mythra SSBU.png|250px]]}}
|game        = SSBU
|game        = SSBU
|shareslot    = {{SSBU|Pyra}}
|shareslot    = {{SSBU|Pyra}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = S
|ranking = 5
}}
}}
:{{Cquote|Mythra Awakens!|cite=Introduction tagline}}
:{{Cquote|''Mythra Awakens!''|cite=Introduction tagline}}
'''Mythra''' ({{ja|ヒカリ|Hikari}}, ''Hikari'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character alongside {{SSBU|Pyra}} during the February 17th, 2021 [[Nintendo Direct]], and both of them were released as part of Challenger Pack 9 on March 4th, 2021 in {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. She can transform into Pyra using her [[down special move]], [[Swap to Pyra]]. While her moveset is similar to Pyra's (aside from three of her [[special moves]] and [[Final Smash]]), she is not classified as an [[Echo Fighter]], and is instead a semi-clone of Pyra. As such, Mythra is classified as [[Fighter number|Fighter #80]].
'''Mythra''' ({{ja|ヒカリ|Hikari}}, ''Hikari'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character alongside {{SSBU|Pyra}} during the February 17th, 2021 [[Nintendo Direct]], and both of them were released as part of Challenger Pack 9 on March 4th, 2021 in {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. She can transform into Pyra using her [[down special move]], [[Swap to Pyra]]. While her moveset is similar to Pyra's (aside from three of her [[special moves]] and [[Final Smash]]), she is not classified as an [[Echo Fighter]], and is instead a semi-clone of Pyra. As such, Mythra is classified as [[Fighter number|Fighter #80]].


Although Pyra is the selectable character by default across all palettes, the player can choose to start as Mythra by clicking on her in their fighter portrait or pressing [[Y button|Y]] at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing {{SSBU|Pokémon Trainer}}.
Although Pyra is the selectable character by default across all palettes, the player can choose to start as Mythra by clicking on her in their fighter portrait or pressing {{Button|Switch|Left|l=Directional buttons}} or {{Button|GCN|Y}} at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing {{SSBU|Pokémon Trainer}}.


Skye Bennett and Shino Shimoji, who voiced Mythra (and Pyra) in the English and Japanese versions of ''Xenoblade Chronicles 2'' respectively, reprise their roles in the international and Japanese versions of ''Ultimate'' with new voice clips, the former of whom initially confirmed her reprisal [https://twitter.com/sdsjb/status/1362171529283457029 via Twitter].
Skye Bennett and Shino Shimoji, who voiced Mythra (and Pyra) in the English and Japanese versions of ''Xenoblade Chronicles 2'' respectively, reprise their roles in the international and Japanese versions of ''Ultimate'' with new voice clips, the former of whom initially confirmed her reprisal [https://twitter.com/sdsjb/status/1362171529283457029 via Twitter].
Mythra and Pyra are ranked 5th out of 82 on the current [[tier list]], placing the Aegis in the S tier. Mythra offers faster frame data and a larger combo game of the two, making her more suited for racking up damage. She also possesses the [[fighter ability]], [[Foresight]], which allows her gain the frame advantage when dodging as her opponent attacks her at the cost of taking a little damage, akin to {{SSBU|Bayonetta}}'s [[Bat Within]]. However, she does have some weaknesses. She has very low KO power, but she can swap to Pyra to cover that weakness. She’s also a middleweight fast-faller, which not only makes her susceptible to combos but also early kill setups. Finally, her recovery is linear and very predictable as neither [[Photon Edge]] nor [[Chroma Dust]] travel very far and she cannot use both in the air, which makes her offstage game risky and unsafe.


==Attributes==
==Attributes==
Mythra is the faster Blade of the Aegis duo, possessing vastly superior mobility and overall frame data to her counterpart (mainly in regards to overall duration in terms of ending lag), but weaker attacks and overall shorter range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}} and {{SSBU|Steve}}. Mythra boasts the 11th fastest [[air speed]], 8th fastest [[walk]]ing speed, 7th fastest [[falling speed]], 7th highest [[gravity]] value, 5th fastest [[dash]]ing speed, and the fastest initial [[dash]] in the game, as well as decent [[traction]]. However, Mythra's [[jump]] height is below-average, while her [[short hop]], [[double jump]] and [[air acceleration]] values are merely average. Overall, these traits make her a character similar to the likes of {{SSBU|Captain Falcon}}, {{SSBU|Sheik}}, {{SSBU|Chrom}} or {{SSBU|Little Mac}}; she is a very fast and generally offense-oriented character who excels at whiff [[punish]]ing, [[tech-chasing]], [[combo]]ing, [[juggling]] and maintaining stage control in the [[neutral game]], and has access to useful burst options as well.
Mythra is the faster component of the Aegis, possessing vastly superior mobility and overall frame data to her counterpart (mainly in regards to overall duration in terms of ending lag), but weaker attacks and overall shorter range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}} and {{SSBU|Steve}}. Mythra boasts the 11th fastest [[air speed]], 8th fastest [[walk]]ing speed, 7th fastest [[falling speed]], 7th highest [[gravity]] value, 5th fastest [[dash]]ing speed, and the fastest initial [[dash]] in the game, as well as decent [[traction]]. However, Mythra's [[jump]] height is below-average, while her [[short hop]], [[double jump]] and [[air acceleration]] values are merely average. Overall, these traits make her a character similar to the likes of {{SSBU|Captain Falcon}}, {{SSBU|Sheik}}, {{SSBU|Chrom}} or {{SSBU|Little Mac}}; she is a very fast and generally offense-oriented character who excels at whiff [[punish]]ing, [[tech-chasing]], [[combo]]ing, [[juggling]] and maintaining stage control in the [[neutral game]], and has access to useful burst options as well.


One of Mythra's greatest strengths is the speed and utility of her grounded moveset. [[Neutral attack]] is Mythra's fastest move, coming on frame 2; this makes it useful for intercepting opposing attacks or sometimes even approaching, the latter thanks to her incredibly fast ground speed. As a swordswoman who fights with her respective [[List of swords#Aegis Sword|Aegis Sword]], almost all of Mythra's standard attacks (barring the first hit of neutral attack) are also [[disjointed]] as well, aiding her in directly challenging incoming attacks.
One of Mythra's greatest strengths is the speed and utility of her grounded moveset. [[Neutral attack]] is Mythra's fastest move, coming out on frame 2; this makes it useful for intercepting opposing attacks or sometimes even approaching, the latter thanks to her incredibly fast ground speed. As a swordswoman who fights with her respective [[List of swords#Aegis Sword|Aegis Sword]], almost all of Mythra's standard attacks (barring the first hit of neutral attack) are also [[disjointed]] as well, aiding her in directly challenging incoming attacks.


Mythra's three [[tilt attack]]s are very quick moves, with each possessing the ability to start or extend combos. [[Down tilt]] has fast startup and very low ending lag, as well as fairly low knockback even at very high percents, allowing it to combo into most of her standard moveset; [[up tilt]] can combo into itself and/or most of her aerials; and even [[forward tilt]] can combo at low to mid percents. The speed of Mythra's tilts can make them difficult to react to, and good spacing can sometimes potentially also make them difficult to [[punish]] as well. Her [[dash attack]] is fast by swordfighter standards, coming out on frame 9, and it also provides her with solid forward momentum that makes it fairly useful as a burst option. Finally, her [[smash attack]]s are decently fast KOing options with solid ranges: forward smash comes out on frame 14 and is her strongest smash attack with the most range, but has the slowest startup of her smashes; up smash comes out on frame 9 and has a lingering hitbox, making it a decent [[out of shield]] option from the front; and down smash is her fastest smash attack, coming out on frame 8, and hits twice simultaneously on both sides. However, Mythra's smash attacks are fairly weak; they only KO at moderately high percents, even when fully charged.  
Mythra's three [[tilt attack]]s are very quick moves, with each possessing the ability to start or extend combos. [[Down tilt]] has fast startup and very low ending lag, as well as fairly low knockback even at very high percents, allowing it to combo into most of her standard moveset; [[up tilt]] can combo into itself and/or most of her aerials; and even [[forward tilt]] can combo at low to mid percents. The speed of Mythra's tilts can make them difficult to react to, and good spacing can sometimes potentially also make them difficult to [[punish]] as well. Her [[dash attack]] is fast by swordfighter standards, coming out on frame 9, and it also provides her with solid forward momentum that makes it fairly useful as a burst option. Finally, her [[smash attack]]s are decently fast KOing options with solid ranges: forward smash comes out on frame 14 and is her strongest smash attack with the most range, but has the slowest startup of her smashes; up smash comes out on frame 9 and has a lingering hitbox, making it a decent [[out of shield]] option from the front; and down smash is her fastest smash attack, coming out on frame 8, and hits twice simultaneously on both sides. However, Mythra's smash attacks are fairly weak; they only KO at moderately high percents, even when fully charged.  
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Mythra's aerial attacks are quite effective. Her up, back and down aerials can all [[autocancel]] in a short hop, and except for down aerial, all of her aerials come out on frame 10 or sooner. [[Neutral aerial]] hits three times and provides good coverage all around her; similarly to {{SSBU|Byleth}}'s, it also possesses a landing hitbox, which can be used to start combos. Her [[forward aerial|forward]] and [[back aerial]]s are good combo finishers (with back aerial more importantly also being useful for starting or extending combos), covering a decent area in front and/or behind her. [[Up aerial]] is a good juggle move, and has an extremely generous autocancel window, even more so than all her other aerials. Finally, [[down aerial]] completely lacks the [[meteor smash]]ing capability of {{SSBU|Pyra}}'s equivalent move, but it is Mythra's most damaging aerial attack if hit with the clean hit of the move, and possesses the most KO power of her aerials as well.
Mythra's aerial attacks are quite effective. Her up, back and down aerials can all [[autocancel]] in a short hop, and except for down aerial, all of her aerials come out on frame 10 or sooner. [[Neutral aerial]] hits three times and provides good coverage all around her; similarly to {{SSBU|Byleth}}'s, it also possesses a landing hitbox, which can be used to start combos. Her [[forward aerial|forward]] and [[back aerial]]s are good combo finishers (with back aerial more importantly also being useful for starting or extending combos), covering a decent area in front and/or behind her. [[Up aerial]] is a good juggle move, and has an extremely generous autocancel window, even more so than all her other aerials. Finally, [[down aerial]] completely lacks the [[meteor smash]]ing capability of {{SSBU|Pyra}}'s equivalent move, but it is Mythra's most damaging aerial attack if hit with the clean hit of the move, and possesses the most KO power of her aerials as well.


Mythra additionally possesses fairly versatile special moves. [[Lightning Buster]] is a chargeable move that comes out on frame 9 when uncharged; charging it increases the move's power, and the move even possesses a hitbox on Mythra's sword while charging (nicknamed the "bustersaw" hitbox); it can KO most opponents near the edge at around 100% with a mild charge, and it can even be used off-stage as a mixup to cover airdodges. Lightning Buster can even be reversed after charging, similarly to {{SSBU|Mii Swordfighter}}'s [[Blurring Blade]] and {{SSBU|Sephiroth}}'s [[Shadow Flare]], which can potentially be used for [[mindgame]]s. [[Photon Edge]] is a useful burst option directly which can hit up to six times and  and has decent damage output as well; it can be difficult to challenge thanks to the move's hitboxes being placed on the multiple visible Mythra duplicates, none of which have a hurtbox, and it can also be used as a horizontal recovery option as well. [[Ray of Punishment]] starts on frame 10, making it a decent [[out of shield]] option when combined with the initial slash's hitbox, and the initial slash in particular combos into the resulting projectile fairly well thanks to its unusually high hitstun; holding the special button or pressing it more than once turns the move into Chroma Dust instead, with the singular downward projectile instead replaced with multiple smaller projectiles. Ray of Punishment in particular is also an excellent combo finisher as well. As a recovery move, Ray of Punishment/Chroma Dust is capable of sweetspotting ledges while rising, and if Mythra goes past a ledge, the projectile(s) can somewhat cover her ledge grab. Lastly, her down special, [[Swap]], swaps her out with {{SSBU|Pyra}} while granting some intangibility during the switch, allowing the player to switch playstyles on the fly.
Mythra additionally possesses fairly versatile special moves. [[Lightning Buster]] is a chargeable move that comes out on frame 9 when uncharged; charging it increases the move's power, and the move even possesses a hitbox on Mythra's sword while charging (nicknamed the "bustersaw" hitbox); it can KO most opponents near the edge at around 100% with a mild charge, and it can even be used off-stage as a mixup to cover airdodges. Lightning Buster can even be reversed after charging, similarly to {{SSBU|Mii Swordfighter}}'s [[Blurring Blade]] and {{SSBU|Sephiroth}}'s [[Shadow Flare]], which can potentially be used for [[mindgame]]s. [[Photon Edge]] is a useful burst option directly which can hit up to six times and has decent damage output as well; it can be difficult to challenge thanks to the move's hitboxes being placed on the multiple visible Mythra duplicates, none of which have a hurtbox, and it can also be used as a horizontal recovery option as well. [[Ray of Punishment]] starts on frame 10, making it a decent [[out of shield]] option when combined with the initial slash's hitbox, and the initial slash in particular combos into the resulting projectile fairly well thanks to its unusually high hitstun; holding the special button or pressing it more than once turns the move into Chroma Dust instead, with the singular downward projectile instead replaced with multiple smaller projectiles. Ray of Punishment in particular is also an excellent combo finisher as well. As a recovery move, Ray of Punishment/Chroma Dust is capable of sweetspotting ledges while rising, and if Mythra goes past a ledge, the projectile(s) can somewhat cover her ledge grab. Lastly, her down special, [[Swap]], swaps her out with {{SSBU|Pyra}} while granting some intangibility during the switch, allowing the player to switch playstyles on the fly.


Mythra's [[grab]] game is not nearly as overwhelming as the rest of her moveset, but it is not without its uses. Her standing grab has average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her [[dash grab|dash]] and [[pivot grab]]s also have similarly slightly disjointed grabboxes as well, with the former in particular additionally having decent forward momentum that can be enhanced with a [[boost grab]]. Her [[pummel]] has average speed but an above-average damage output, making it a decent one overall. [[Down throw]] is her most damaging throw, and it is also her main combo throw, leading into any aerial (except for down aerial) as well as Ray of Punishment at low to medium percentages. [[Forward throw]] can confirm into dash attack at low percentages against many characters, and can also set up tech-chases and edgeguards quite effectively. [[Back throw]] can combo into dash attack against certain fast-fallers, and it can be used for positioning or setting up edgeguards as well, but is less useful than down and forward throws. Finally, her [[up throw]] can combo into Ray of Punishment at very low percentages, but is otherwise not very useful; however, it is difficult to react to and can potentially set up juggles.
Mythra's [[grab]] game is not nearly as overwhelming as the rest of her moveset, but it is not without its uses. Her standing grab has average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her [[dash grab|dash]] and [[pivot grab]]s also have similarly slightly disjointed grabboxes as well, with the former in particular additionally having decent forward momentum that can be enhanced with a [[boost grab]]. Her [[pummel]] has average speed but an above-average damage output, making it a decent one overall. [[Down throw]] is her most damaging throw, and it is also her main combo throw, leading into any aerial (except for down aerial) as well as Ray of Punishment at low to medium percentages. [[Forward throw]] can confirm into dash attack at low percentages against many characters, and can also set up tech-chases and edgeguards quite effectively. [[Back throw]] can combo into dash attack against certain fast-fallers, and it can be used for positioning or setting up edgeguards as well, but is less useful than down and forward throws. Finally, her [[up throw]] can combo into Ray of Punishment at very low percentages, but is otherwise not very useful; however, it is difficult to react to and can potentially set up juggles.
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Overall, Mythra is an incredibly quick swordswoman who excels at zone-breaking, pressuring, tech-chasing, and stage control. She also has respectable combo potential, and is decent at juggling and, like Pyra, punishing (albeit not to the same impact as her counterpart). In addition, Mythra is best utilized when she and Pyra have the advantage so as to alleviate their respective weaknesses and amplify their respective strengths, and when horizontal recovery distance is required, whereas it is considered best to switch to her counterpart to keep advantage due to Pyra's vastly stronger attacks and more impactful punishes.
Overall, Mythra is an incredibly quick swordswoman who excels at zone-breaking, pressuring, tech-chasing, and stage control. She also has respectable combo potential, and is decent at juggling and, like Pyra, punishing (albeit not to the same impact as her counterpart). In addition, Mythra is best utilized when she and Pyra have the advantage so as to alleviate their respective weaknesses and amplify their respective strengths, and when horizontal recovery distance is required, whereas it is considered best to switch to her counterpart to keep advantage due to Pyra's vastly stronger attacks and more impactful punishes.


Despite her glaring and exploitable weaknesses, Mythra's strengths compensate for them, and players like {{Sm|Cosmos}} and {{Sm|Shuton}} have demonstrated in offline competitive play that she is indeed a competitively viable character, especially when used in tandem with Pyra via Swap. Although Pyra and Mythra's shared viability, when used together, remains unclear in the long term, most players believe that they are high- or top-tier, with many of them even considering Pyra and Mythra combined to be among the best characters in the game, alongside the commonly accepted {{SSBU|Pikachu}}, {{SSBU|R.O.B.}} and {{SSBU|Joker}}.
Despite her glaring and exploitable weaknesses, Mythra's strengths compensate for them, and players like {{Sm|Cosmos}} and {{Sm|Shuton}} have demonstrated in offline competitive play that she is indeed a competitively viable character, especially when used in tandem with Pyra via Swap. Most players believe that the Aegis is high- or top-tier, with many of them even considering her to be among the best characters in the game, alongside the commonly accepted {{SSBU|Steve}} and {{SSBU|Joker}}.


==Differences from {{SSBU|Pyra}}==
==Differences from {{SSBU|Pyra}}==
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*[[Sacred Arrow]]:
*[[Sacred Arrow]]:
**{{buff|Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.}}
**{{buff|Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.}}
**{{buff|Sacred Arrow’s overhand slash as the initial attack gives it more range.}}
**{{buff|Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.}}
**{{buff|Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.}}
**{{nerf|Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.}}
**{{nerf|Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.}}
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==Update history==
==Update history==
Mythra was slightly nerfed via game updates. In update {{SSBU|12.0.0}}, she received several changes that are partially shared with her counterpart Pyra. Shared changes include increased hitstun on the second hit of her neutral attack, as well as reduced pushback against opponents while she is charging her forward smash, with the latter of the two being intended to prevent opposing attacks from whiffing against her during that state. Additionally, Mythra has less intangibility on her directional air dodge, preventing her from performing a completely intangible air dodge toward a ledge while recovering back to the stage; and Lightning Buster no longer has weight-independent knockback, which improves its KO potential against lighter characters, but worsens it against heavier ones. In update {{SSBU|13.0.1}}, she received a small reduction to the knockback scaling on her forward smash, weakening its KO potential.
Mythra was slightly nerfed via game updates. In update {{SSBU|12.0.0}}, she received several changes that are partially shared with her counterpart Pyra. Shared changes include increased hitstun on the second hit of her neutral attack, as well as reduced pushback against opponents while she is charging her forward smash, with the latter of the two being intended to prevent opposing attacks from whiffing against her during that state. Additionally, Mythra has less intangibility on her directional air dodge, preventing her from performing a completely intangible air dodge toward a ledge while recovering back to the stage; and Lightning Buster no longer has weight-independent knockback, which improves its KO potential against heavier characters, but worsens it against lighter ones. In update {{SSBU|13.0.1}}, she received a small reduction to the knockback scaling on her forward smash, weakening its KO potential.


Overall, these changes are not expected to change Mythra's competitive reception in the long term, as her key strengths and weaknesses remain unaltered.
Overall, these changes did not change Mythra's competitive reception in the long term, as her key strengths and weaknesses remain unaltered.


'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
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|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutraldesc=A knife-hand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by repeated bursts of light ether. It is Mythra's fastest move, due to its first hit coming out on frame 2. Holding down the button causes her to repeat the first hit.
|neutraldesc=A knifehand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by repeated bursts of light {{iw|xenoserieswiki|ether|XC}}. It is Mythra's fastest move, due to its first hit coming out on frame 2. Holding down the button causes her to repeat the first hit.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=5.5%
|ftiltdmg=5.5%
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|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=4%
|utiltdmg=4%
|utiltdesc=An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials. However, the attack has a noticeable blind spot directly behind Mythra that cannot hit shorter or low-profile characters at point-blank range behind her.
|utiltdesc=An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials. However, the attack has a noticeable blind spot directly behind Mythra that cannot hit shorter or low profile characters at point-blank range behind her.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=4% (sword),<br>3% (arm)
|dtiltdmg=4% (sword),<br>3% (arm)
|dtiltdesc=A kneeling inward slash. Mythra's most reliable combo starter, having extremely small knockback even at high percentages. It can combo into tilts and smash attacks at nearly any percentage, including a KO confirm into up smash at around 130%, or into forward smash to punish ledge regrabs or 2 frames.
|dtiltdesc=A kneeling inward slash. Mythra's most reliable combo starter, having extremely small knockback even at high percentages. It can combo into tilts and smash attacks at nearly any percentage, including a KO confirm into up smash at around 130% or into forward smash, the latter of which can be used to as a [[2 frame punish]].
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=8.5% (sword),<br>7% (arm)
|dashdmg=8.5% (sword),<br>7% (arm)
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|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|2}} (launcher),<br>{{ChargedSmashDmgSSBU|1.5}} (hits 2-4),<br>{{ChargedSmashDmgSSBU|6}} (last hit)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (launcher),<br>{{ChargedSmashDmgSSBU|1.5}} (hits 2-4),<br>{{ChargedSmashDmgSSBU|6}} (last hit)
|usmashdesc=Throws the Aegis Sword above herself as it spins telekinetically, slashing above herself before picking back the sword and concluding with a twirl. In contrast to Pyra's, it hits multiple times. It has a launcher hit in front of Mythra. It possesses somewhat low ending lag, not enough for it to combo, though it does a great job at setting up into reads or 50/50s into her other attacks and function as a great anti-air due to its long duration. It is Mythra's fastest out-of-shield option, coming out on frame 9. However, it is the weakest up smash in the game on its own (excluding sourspotted up smashes), as it KOs at around 151% uncharged, and around 113% fully charged.
|usmashdesc=Throws the Aegis Sword above herself as it twirls telekinetically, slashing above herself before picking back the sword and concluding with a twirl. In contrast to Pyra's, it hits multiple times. It has a launcher hit in front of Mythra. It possesses somewhat low ending lag, not enough for it to combo, though it does a great job at setting up into reads or 50/50s into her other attacks and function as a great anti-air due to its long duration. It is Mythra's fastest out-of-shield option, coming out on frame 9. However, it is the weakest up smash in the game on its own (excluding sourspotted up smashes), as it KOs at around 151% uncharged, and around 113% fully charged.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10.5}} (sword),<br>{{ChargedSmashDmgSSBU|9}} (arm),<br>{{ChargedSmashDmgSSBU|7.5}} (kick, lower leg),<br>{{ChargedSmashDmgSSBU|6}} (kick, upper leg)
|dsmashdmg={{ChargedSmashDmgSSBU|10.5}} (sword),<br>{{ChargedSmashDmgSSBU|9}} (arm),<br>{{ChargedSmashDmgSSBU|7.5}} (kick, lower leg),<br>{{ChargedSmashDmgSSBU|6}} (kick, upper leg)
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|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|2}} (hit 1),<br>{{ShortHopDmgSSBU|3}} (hits 2-3),<br>4% (landing)
|nairdmg={{ShortHopDmgSSBU|2}} (hit 1),<br>{{ShortHopDmgSSBU|3}} (hits 2-3),<br>4% (landing)
|nairdesc=Telekinetically spins the Aegis Sword in front of herself while facing the screen. In contrast to Pyra's neutral aerial, it hits up to three times, making it functionally more similar to other multi-hit neutral aerials, such as {{SSBU|Piranha Plant}}'s. Much like {{SSBU|Byleth}}'s neutral aerial, it has a landing hitbox that can combo into other moves. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals.
|nairdesc=Telekinetically twirls the Aegis Sword in front of herself while facing the screen. In contrast to Pyra's neutral aerial, it hits up to three times, making it functionally more similar to other multi-hit neutral aerials, such as {{SSBU|Piranha Plant}}'s. Much like {{SSBU|Byleth}}'s neutral aerial, it has a landing hitbox that can combo into other moves. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|7}}
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|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
|fthrowdesc=Quickly blasts the opponent away with a light energy blast. It can combo into dash attack or potentially other tilts at very low percentages. At mid-percentages, it starts putting the opponent in a tech situation, allowing for a potential jab lock or tech-chase.
|fthrowdesc=A light ether-infused palm thrust, similar to Lucario's forward throw. It can combo into dash attack or potentially other tilts at very low percentages. At mid-percentages, it starts putting the opponent in a tech situation, allowing for a potential jab lock or tech-chase.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1),<br>2.5% (throw)
|bthrowdmg=3% (hit 1),<br>2.5% (throw)
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|fsdmg=8% (hit 1),<br>7% (hit 2),<br>2.5%/1.8%/1.4% (hits 3-18),<br>6% (hit 19, sky hit),<br>10% (hit 19, direct hit)
|fsdmg=8% (hit 1),<br>7% (hit 2),<br>2.5%/1.8%/1.4% (hits 3-18),<br>6% (hit 19, sky hit),<br>10% (hit 19, direct hit)
|fsdesc=Rex appears in front of Mythra, who lends him the Aegis Sword before he performs an upward slash. If it hits, a cutscene plays briefly where Rex and Mythra raise the Aegis Sword in the air, sending a column of light to the sky, which glows with light. Afterward, it cuts back to the stage, where countless beams of light are fired from the sky, hitting opponents multiple times before being launched. Each beam has its own hitbox, which can result in larger opponents taking more damage from the beam barrage. Up to three opponents can be caught by the initial hit, whereas bystanders who didn't get caught by the initial hit can still get hit by the beam barrage. Compared to Pyra's [[Burning Sword]], Sacred Arrow deals more damage, but the final hit is weaker.
|fsdesc=Rex appears in front of Mythra, who lends him the Aegis Sword before he performs an upward slash. If it hits, a cutscene plays briefly where Rex and Mythra raise the Aegis Sword in the air, sending a column of light to the sky, which glows with light. Afterward, it cuts back to the stage, where countless beams of light are fired from the sky, hitting opponents multiple times before being launched. Each beam has its own hitbox, which can result in larger opponents taking more damage from the beam barrage. Up to three opponents can be caught by the initial hit, whereas bystanders who didn't get caught by the initial hit can still get hit by the beam barrage. Compared to Pyra's [[Burning Sword]], Sacred Arrow deals more damage, but the final hit is weaker.
}}
===Stats===
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=2.45 | rdash=1
| run=2.41 | rrun=5
| walk=1.42 | rwalk=8
| trac=0.121 | rtrac=17-18
| airfric=0.012 | rairfric=34-39
| air=1.22 | rair=11
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.06 | raddaccel=45-49
| gravity=0.137 | rgravity=7
| fall=1.87 | rfall=7
| ff=2.992 | rff=7
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.8 | rjumpheight=62
| shorthop=15.6 | rshorthop=52
| djump=33 | rdjump=48
}}
}}


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Mythra Japanese Announcer SSBU.wav|Japanese/Chinese/Korean
Mythra Japanese Announcer SSBU.wav|Japanese/Chinese/Korean
Mythra French Announcer SSBU.wav|French
Mythra French Announcer SSBU.wav|French
Mythra Dutch Announcer SSBU.wav|Dutch
Mythra German Announcer SSBU.wav|German
Mythra German Announcer SSBU.wav|German
Mythra Italian Announcer SSBU.wav|Italian
Mythra Italian Announcer SSBU.wav|Italian
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*Rex appears from the sky and tosses Mythra's Aegis Sword at her as she teleports onto the stage. She will hold out her hand or her Aegis Sword depending on whether she is facing right or left.
*Rex appears from the sky and tosses Mythra's Aegis Sword at her as she teleports onto the stage. She will hold out her hand or her Aegis Sword depending on whether she is facing right or left.
<gallery>
<gallery>
MythraOnScreenAppearanceSSBU.gif|Mythra's on-screen appearance
MythraOnScreenAppearanceSSBU.gif|Mythra's on-screen appearance.
</gallery>
</gallery>


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*Turns her body to the side while shifting her foot forward, and grins.
*Turns her body to the side while shifting her foot forward, and grins.
<gallery>
<gallery>
SSBUMythraIdle1.gif|Mythra's first idle pose
SSBUMythraIdle1.gif|Mythra's first idle pose.
SSBUMythraIdle2.gif|Mythra's second idle pose
SSBUMythraIdle2.gif|Mythra's second idle pose.
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Holds the Aegis Sword to her side before doing two slashes and says "Called it." ({{ja|当然の結果ね|Touzen no kekka ne}}, ''This is a natural outcome.'') Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" ({{ja|やったね、ヒカリ!|Yatta ne, Hikari!}}) The two slashes that Mythra performs resemble her auto-attack animation in ''Torna ~ The Golden Country''. In team battles, Rex does not appear if the team has three or more characters.
*'''Left:''' Holds the Aegis Sword to her side before doing two slashes and says "Called it." ({{ja|当然の結果ね|Touzen no kekka ne}}, ''This is a natural outcome.'') Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" ({{ja|やったね、ヒカリ!|Yatta ne, Hikari!}},  Great job, Mythra!) The two slashes that Mythra performs resemble her auto-attack animation in ''Torna ~ The Golden Country''. In team battles, Rex does not appear if the team has three or more characters.
*'''Up:''' Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." ({{ja|最高潮!|Saikouchou!}}) Rex lands from above and holds his fist up.
*'''Up:''' Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." ({{ja|最高潮!|Saikouchou!}}, '' The climax!'') Rex lands from above and holds his fist up.
*'''Right:''' Mythra briefly morphs into Pyra, who does a pose and spins around while morphing back into Mythra, who does a finishing pose by extending the Aegis Sword out. Her pose comes from her [https://images-na.ssl-images-amazon.com/images/I/61l0pJaEooL._AC_SX569_.jpg official artwork and her figurine] with {{SSBU|Pyra}}. They both say "This is the power of the Aegis!" ({{ja|これが、私達の力ね|Korega, watashi tachi no chikara ne}}, ''This is our power!'') in unison, alternating their voices as they swap form.
*'''Right:''' Mythra briefly morphs into Pyra, who does a pose and spins around while morphing back into Mythra, who does a finishing pose by extending the Aegis Sword out. Her pose comes from her [https://images-na.ssl-images-amazon.com/images/I/61l0pJaEooL._AC_SX569_.jpg official artwork and her figurine] with {{SSBU|Pyra}}. They both say "This is the power of the Aegis!" ({{ja|これが、私達の力ね|Korega, watashi tachi no chikara ne}}, ''This is our power!'') in unison, alternating their voices as they swap.
[[File:Pyra&MythraVictoryThemeUltimate.ogg|thumb|A short excerpt of {{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2|Battle!!}}, the main battle theme from ''Xenoblade Chronicles 2''.]]
[[File:Pyra&MythraVictoryThemeUltimate.ogg|thumb|A short excerpt of {{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2|Battle!!}}, the main battle theme from ''Xenoblade Chronicles 2''.]]
<gallery>
<gallery>
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=={{SSBU|Classic Mode}}: Shared Destinies==
=={{SSBU|Classic Mode}}: Shared Destinies==
[[File:SSBU Congratulations Pyra-Mythra.png|thumb|Pyra/Mythra's congratulations screen.]]
[[File:SSBU Congratulations Pyra-Mythra.png|thumb|Pyra/Mythra's congratulations screen.]]
Referencing the fact that Pyra and Mythra share a body, the pairs' route primarily features pairs of opponents who are canonically clones, or at the very least similar. This extends to [[Master Hand]] and [[Crazy Hand]] at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).
Referencing the fact that Pyra and Mythra share a body, the Aegis' route primarily features pairs of opponents who are canonically clones, or at the very least similar. This extends to [[Master Hand]] and [[Crazy Hand]] at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|5||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[The Great Cave Offensive]] (Battlefield form)|| ''{{SSBUMusicLink|Kirby|The Great Cave Offensive}}''||  
|5||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[The Great Cave Offensive]] (Battlefield form)|| ''{{SSBUMusicLink|Kirby|The Great Cave Offensive}}''||  
|-
|-
|6||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (x2)||[[Fountain of Dreams]] (Ω form)||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||The stage choice is a reference to the mid-boss room in the Water Temple where Link fights Dark Link in ''The Legend of Zelda: Ocarina of Time''.
|6||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (×2)||[[Fountain of Dreams]] (Ω form)||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||The stage choice is a reference to the mid-boss room in the Water Temple where Link fights Dark Link in ''The Legend of Zelda: Ocarina of Time''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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==Gallery==
==Gallery==
<gallery>
<gallery>
Pyra & Mythra artwork.jpg|Artwork of Mythra and {{SSBU|Pyra}}, as posted by the official Nintendo of America Twitter account.
Mythra Awakens.png|Mythra's splash art.
Mythra Awakens.png|Mythra's splash art.
Mythra amiibo.png|Mythra's [[amiibo]].
PyraMythra unlock notice SSBU.jpg|Mythra and {{SSBU|Pyra}}'s unlock notice after downloading them from the [[Nintendo eShop]].
Pyra & Mythra artwork.jpg|Artwork of Mythra and Pyra, as posted by the official Nintendo of America Twitter account.
Smash Bros Promotion Mythra.png|Mythra from a Monolith Soft promotional video.
Smash Bros Promotion Mythra.png|Mythra from a Monolith Soft promotional video.
PyraMythra unlock notice SSBU.jpg|Pyra and Mythra's unlock notice after downloading them from the Nintendo eShop.
Mythra amiibo.png|Mythra's [[amiibo]].
SSBUWebsitePyra1.jpg|With Pyra on [[Cloud Sea of Alrest]].
SSBUWebsitePyra1.jpg|With Pyra on [[Cloud Sea of Alrest]].
SSBUWebsitePyra2.jpg|Posing on [[Temple]].
SSBUWebsitePyra2.jpg|Posing on [[Temple]].
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**The internal codename "element" is used for code/files shared between the two, such as their [[victory theme]] or movement animations.
**The internal codename "element" is used for code/files shared between the two, such as their [[victory theme]] or movement animations.
**Additionally, any files that pertain to [[Rex]] are codenamed "diver", referencing his occupation as a salvager.
**Additionally, any files that pertain to [[Rex]] are codenamed "diver", referencing his occupation as a salvager.
*Mythra's appearance is altered compared to her default appearance in ''Xenoblade Chronicles 2''—she wears black spandex over her legs and back, and the normally open gap in the blouse of her dress is closed up. This design originally came from her spirit in the base game, which was changed due to age ratings. It was later added to ''Xenoblade Chronicles 2'' as the [[xenoserieswiki:Massive Melee Mythra|"Massive Melee Mythra" costume]], which means her design in ''Ultimate'' is based on a costume that was created directly from her appearance in ''Ultimate''.
*Mythra's appearance is altered compared to her default appearance in ''Xenoblade Chronicles 2''—she wears black spandex over her legs and back, and the normally open gap in the blouse of her dress is closed up. This design originally came from her spirit in the base game, which was changed due to age ratings. It was later added to ''Xenoblade Chronicles 2'' as the [[xenoserieswiki:Massive Melee Mythra|"Massive Melee Mythra" costume]].
*Pyra and Mythra are the fourth team of characters to share a character slot via transformation, the first three being Zelda and Sheik in ''Melee'' and ''Brawl'', {{SSBB|Samus}} and {{SSBB|Zero Suit Samus}} in ''Brawl'', and [[Pokémon Trainer]] with [[Squirtle]], [[Ivysaur]], and [[Charizard]].
*Pyra and Mythra are the fourth team of characters to share a character slot via transformation, the first three being Zelda and Sheik in ''Melee'' and ''Brawl'', {{SSBB|Samus}} and {{SSBB|Zero Suit Samus}} in ''Brawl'', and [[Pokémon Trainer]] with [[Squirtle]], [[Ivysaur]], and [[Charizard]].
**They are the first DLC characters to be transformations.
**They are the first DLC characters to be transformations.
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**Furthermore, both Mythra and Min Min's Spirit Battles utilize {{SSBU|Corrin}} as a Puppet Fighter.
**Furthermore, both Mythra and Min Min's Spirit Battles utilize {{SSBU|Corrin}} as a Puppet Fighter.
*Pyra and Mythra's reveal trailer is the first one to not be directed by [[Masahiro Sakurai]]. Instead, it was outsourced to [[Monolith Soft]], the developers of the ''Xenoblade Chronicles'' series.
*Pyra and Mythra's reveal trailer is the first one to not be directed by [[Masahiro Sakurai]]. Instead, it was outsourced to [[Monolith Soft]], the developers of the ''Xenoblade Chronicles'' series.
*Pyra and Mythra mark the second time in Ultimate that multiple characters share the same slot in the character selection screen while having different Fighter Numbers, with the first being the {{SSBU|Pokémon Trainer}}'s Pokémon. The [[Mii Fighter]]s could also follow this trend but can be separated.
*According to [[Masahiro Sakurai]], the development team considered having Rex fighting alongside Pyra and Mythra, but this was decided against due to the difficulty the team had with the {{SSBU|Ice Climbers}} in contexts such as [[8-Player Smash]]. Sakurai specifically cited the far more complicated design and abilities of Pyra and Mythra compared to the Ice Climbers' relatively simple appearance and moveset.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4</ref> Another issue was getting both characters to move at the same time which the development team found was impossible to do; similarly, it was deemed too difficult to implement Rex as the main fighter with Pyra behind him. This ultimately led to Rex being reduced to a smaller supporting role and Mythra being included along with Pyra with the two being able to [[swap]] instead.<ref>https://www.nintendoenthusiast.com/sakurai-considered-rex-and-pyra-as-a-duo-character-for-super-smash-bros-ultimate/</ref>
*According to [[Masahiro Sakurai]], the development team considered having Rex fighting alongside Pyra and Mythra, but this was decided against due to the difficulty the team had with the {{SSBU|Ice Climbers}} in contexts such as [[8-Player Smash]]. Sakurai specifically cited the far more complicated design and abilities of Pyra and Mythra compared to the Ice Climbers' relatively simple appearance and moveset.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4</ref> Another issue was getting both characters to move at the same time which the development team found was impossible to do; similarly, it was deemed too difficult to implement Rex as the main fighter with Pyra behind him. This ultimately led to Rex being reduced to a smaller supporting role and Mythra being included along with Pyra with the two being able to [[swap]] instead.<ref>https://www.nintendoenthusiast.com/sakurai-considered-rex-and-pyra-as-a-duo-character-for-super-smash-bros-ultimate/</ref>
*Similarly to fellow clone newcomers {{SSBU|Chrom}} and {{SSBU|Dark Samus}}, Mythra has a unique animation solely used to transition from Pyra's idle animation to her own one after performing various animations.
*Similarly to fellow clone newcomers {{SSBU|Chrom}} and {{SSBU|Dark Samus}}, Mythra has a unique animation solely used to transition from Pyra's idle animation to her own one after performing various animations.
*With a running speed value of 2.41, Mythra is the fastest DLC newcomer in ''Ultimate'' and the fastest newcomer overall.
*When swapping to Mythra from Pyra after Mythra appears, she has a chance of saying "You're done"; this can be seen as a second reference to the Ardainian Soldiers' battle quotes, the first being her down taunt.
*Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" ({{ja|やられた|Yarareta}}, ''I've been finished...'')
*Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" ({{ja|やられた|Yarareta}}, ''I've been finished...'')
*When fighting Master Hand and Crazy Hand in Classic Mode, Mythra (or Pyra) will start on the far left side of the stage rather than in the center. This also occurs with Sephiroth and Sora in their respective Classic Mode routes.
*When fighting Master Hand and Crazy Hand in Classic Mode, Mythra (or Pyra) will start on the far left side of the stage rather than in the center. This also occurs with Sephiroth and Sora in their respective Classic Mode routes.
*When KO'd by reaching 0 HP during her final stock in [[Stamina Mode]], Mythra uses one of her heavy knockback voice clips instead of her standard KO voice clip. This trait is shared with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice.
*Unlike most humanoid fighter models in ''Ultimate'', Mythra's bind pose is uniquely an "A-pose" instead of a T-pose, and only hers and not Pyra's.<ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref> This is shared with {{SSBU|Terry}} and both male and female {{SSBU|Byleth}}.
*Unlike most humanoid fighter models in ''Ultimate'', Mythra's bind pose is uniquely an "A-pose" instead of a T-pose, and only hers and not Pyra's.<ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref> This is shared with {{SSBU|Terry}} and both male and female {{SSBU|Byleth}}.
*Mythra, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Mythra, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Both Mythra and Pyra are the only characters from Fighters Pass Vol. 2 not to have a [[stall-then-fall]] down aerial attack.
*Masahiro Sakurai showed pre-release material of Mythra in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=206s Odds and Ends of Supervising [Graphics]]</ref> and showcased several changes made before the final version:
**The angle of Pyra's down aerial was altered to be more intuitively appealing.
**The effects of [[Foresight]] was changed to add an after image for visual clarity.
**The polygon count of the tip of the {{iw|xenoserieswiki|Aegis}} blade was increased during Mythra's [[victory animation]] to look better.
**Mythra's position during [[Sacred Arrow]] was changed to raise the Aegis slightly higher to not look like she is impaling opponents.


==References==
==References==
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