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|shareslot    = {{SSBU|Pyra}}
|shareslot    = {{SSBU|Pyra}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = S
|tier = S+
|ranking = 5
|ranking = 2
}}
}}
:{{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 {{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}}.
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}}.


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 collectively 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.
Mythra and Pyra are ranked 2nd 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. Making her offstage game risky and unsafe.


==Attributes==
==Attributes==
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.
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 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.
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.


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 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  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. 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|Sonic}}.
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 underhand slash as the initial attack gives it more range.}}
**{{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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|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutralinfdmg=0.4% (loop),<br>3% (last)
|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.
|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 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.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=5.5%
|ftiltdmg=5.5%
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|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, the latter of which can be used to as a [[2 frame punish]].
|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 re-grabs or 2 frames.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=8.5% (sword),<br>7% (arm)
|dashdmg=8.5% (sword),<br>7% (arm)
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|dairdmg={{ShortHopDmgSSBU|8}} (clean),<br>{{ShortHopDmgSSBU|6}} (late)
|dairdmg={{ShortHopDmgSSBU|8}} (clean),<br>{{ShortHopDmgSSBU|6}} (late)
|dairdesc=A delayed, upside down outward slash, resembling {{SSBM|Marth}}'s from ''Melee'' and ''Brawl''. Unlike Pyra's down aerial, it cannot meteor smash, instead launching opponents horizontally.
|dairdesc=A delayed, upside down outward slash, resembling {{SSBM|Marth}}'s from ''Melee'' and ''Brawl''. Unlike Pyra's down aerial, it cannot meteor smash, instead launching opponents horizontally.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Clinches the opponent, restraining them with telekinesis. Average range, though its disjoint males it safer compared to other similar grabs.
|grabdesc=Clinches the opponent, restraining them with telekinesis.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1.5%
|pummeldmg=1.5%
|pummeldesc=A burst of light ether. Unique compared to other pummels, being marginally slower but stronger than similar pummels like {{SSBU|Mario}}, but slightly faster and weaker than stronger pummels like {{SSBU|Bowser}}. She shares this distinction with {{SSBU|Joker}}, {{SSBU|Terry}}, {{SSBU|Min Min}}, {{SSBU|Steve}} and {{SSBU|Pyra}}.
|pummeldesc=A burst of light ether.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
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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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*'''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.
*'''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!}}, '' The climax!'') 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.
*'''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.
[[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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|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}} (×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''.
|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''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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[[File:WoL-79-80PyraMythra.jpg|thumb|The message that shows Pyra and Mythra's availability in World of Light|left]]
[[File:WoL-79-80PyraMythra.jpg|thumb|The message that shows Pyra and Mythra's availability in World of Light|left]]
[[File:Mythra Spirit WoL.jpg|thumb|The Mythra spirit in [[World of Light]]]]
[[File:Mythra Spirit WoL.jpg|thumb|The Mythra spirit in [[World of Light]]]]
Despite their status as downloadable content, Pyra and Mythra do have a legitimate role in [[World of Light]], as they appear in the base game as spirits in [[The Light Realm]] and {{b|The Final Battle|World of Light}} respectively, meaning that they were vaporized by [[Galeem]]. The Mythra spirit is called as reinforcements by Galeem and is placed directly in front of {{SSBU|Palutena}} and the real {{SSBU|Master Hand}}, making her an obligatory fight to achieve the true ending. Defeating this spirit does not unlock her and Pyra as a playable character; rather, they are unlocked after downloading them and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.
Despite their status as downloadable content, Pyra and Mythra do have a legitimate role in [[World of Light]], as they appear in the base game as spirits in [[The Light Realm|the Light Realm]] and [[The Final Battle (World of Light)|the Final Battle]] respectively, meaning that they were vaporized by [[Galeem]]. The Mythra spirit is called as reinforcements by Galeem and is placed directly in front of {{SSBU|Palutena}} and the real {{SSBU|Master Hand}}, making her an obligatory fight to achieve the true ending. Defeating this spirit does not unlock her and Pyra as a playable character; rather, they are unlocked after downloading them and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.
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*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.
*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|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]].
*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]].
*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:
*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 angle of Pyra's down aerial was altered to be more intuitively appealing.

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