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{{disambig2|Mythra's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Mythra | {{disambig2|Mythra's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Mythra}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Mythra | |name = Mythra | ||
|image = {{tabber|title1=Solo| | |image = {{tabber|title1=Solo|tab1=[[File:Mythra SSBU.png|250px|Mythra]]|title2=With Pyra|tab2=[[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]] | ||
}} | }} | ||
:{{Cquote| | :{{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}} | '''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}}. 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 | 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 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 | In all regions, Skye Bennett reprises her role as Mythra in English and Shino Shimoji reprises her role in Japanese, both with all new voice clips. | ||
==Attributes== | ==Attributes== | ||
Mythra is the faster | 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. | ||
One of Mythra's greatest strengths is the speed and utility of her grounded moveset. [[Neutral attack]] is Mythra's fastest move, coming | 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 | All three of Mythra's [[tilt attack]]s are fairly quick moves, with all of them possessing the ability to start 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 aerial attacks are | Mythra's aerial attacks are also fairly decent as well. 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 | Mythra's special moves are also fairly versatile as well. [[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 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; 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]], switches her with {{SSBU|Pyra}} while granting some invincibility during the switch, allowing 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 | 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. 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 aerials at low to medium percentages. [[Forward throw]] can confirm into dash attack at low percentages, and can also set up tech-chases and edgeguards. [[Back throw]] can be used for positioning or setting up edgeguards, but is less useful than down and forward throws. Finally, her [[up throw]] is her least useful throw, although it is difficult to react to and can potentially set up juggles. | ||
In addition to her moveset, Mythra also possesses a special mechanic called [[Foresight]], which functions similarly to {{SSBU|Bayonetta}}'s [[Bat Within]]. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes roughly 50% of that move's damage and no knockback, while the opponent suffers additional lag and is put in a [[slowdown]] state similarly to [[Witch Time]], allowing Mythra a free combo, neutral win or even a KO. This helps her | In addition to her moveset, Mythra also possesses a special mechanic called [[Foresight]], which functions similarly to {{SSBU|Bayonetta}}'s [[Bat Within]]. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes roughly 50% of that move's damage and no knockback, while the opponent suffers additional lag and is put in a [[slowdown]] state similarly to [[Witch Time]], allowing Mythra a free combo, neutral win or even a KO. This helps her disadvantaged state, as Foresight allows her to escape slightly untrue combos or juggles. | ||
Despite her immense agility, Mythra is balanced by a severe lack of KO options (although swapping to {{SSBU|Pyra}} remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably KOs at the ledge at 150%; however, Mythra still has the ability to combo several of her weaker attacks into those moves (such as comboing down tilt into Lightning Buster via the "bustersaw" charging hitbox) for potential KO confirms, which may alleviate this weakness. Additionally, Mythra's raw damage output is also very poor, a weakness shared with {{SSBU|Sheik | Despite her immense agility, Mythra is balanced by a severe lack of KO options (although swapping to {{SSBU|Pyra}} remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably KOs at the ledge at 150%; however, Mythra still has the ability to combo several of her weaker attacks into those moves (such as comboing down tilt into Lightning Buster via the "bustersaw" charging hitbox) for potential KO confirms, which may alleviate this weakness. Additionally, Mythra's raw damage output is also very poor, a weakness shared with {{SSBU|Sheik}}. This also ties into yet another weakness that Mythra has; outside of her aerials, forward and down tilts, and sufficiently charged Lightning Buster, none of Mythra's moves are safer than -11 on shield, which can make her vulnerable to shield grabs and aggressive [[out of shield]] options if her attacks are not properly spaced. Also, her range is only average for a swordfighter, and she lacks a projectile outside of her up special, meaning she can sometimes struggle against certain zoners, although her excellent mobility compensates for that. Mythra's grab game is also not without its flaws, either; starting at higher percents, her throw combos stop being true, limiting the utility of her forward and down throws (especially the latter). None of her throws reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws. | ||
Her aerials also have weaknesses as well. Despite being decently fast for a swordfighter overall, her aerial frame data is only average for a fighter, with her quickest aerials, | Her aerials also have weaknesses as well. Despite being decently fast for a swordfighter overall, her aerial frame data is only average for a fighter, with her quickest aerials, netural and forward aerial, coming out on frame 8, making them unsuitable for breaking out of combos. Compared to all other fighters with her same archetype, none of her aerials possess decent power, with similar fighters having at least one with notable KO potential. Examples include {{SSBU|Sonic}}'s back aerial, {{SSBU|Greninja}}'s forward aerial, and Sheik's up aerial. Her back aerial, coming out on frame 10, has below average startup for a combo tool. Her down aerial is also unarguably her worst aerial. Due to coming out on frame 13, it has among the slowest startup for down aerials that have no meteor effect and it launches opponents too far to have any meaningful utility after landing with it while still having very poor KO potential. | ||
Her special moves, while decent, have weaknesses to balance them out. While Lightning Buster is a potential KO option, it only covers one side of Mythra (except for the | Her special moves, while decent, have weaknesses to balance them out. While Lightning Buster is a potential KO option, it only covers one side of Mythra (except for the first hit, which hits both behind and in front of her), leaving her open if misused. Photon Edge is very unsafe on shield and renders Mythra helpless if used in the air. It also does not sweetspot the ledge until after the move ends. Additionally, Photon Edge has [[transcendent priority]], meaning that it is easily intercepted by most projectiles; and while the hitboxes have impressive horizontal disjoint, they are not very vertically disjointed from Mythra's main hurtbox, which is static and does not match up with the Mythra duplicates visible during the move, meaning that if she recovers using the move, she is highly vulnerable to [[meteor smash]]es from directly above (especially if she recovers low with the move). Ray of Punishment also covers decent vertical distance but no horizontal distance by itself, although Mythra does have decent horizontal drift afterwards. | ||
Foresight is also a double-edged sword for Mythra. While it allows Mythra to punish blockable attacks, it also gives Mythra the slowest dodges in the game, with | Foresight is also a double-edged sword for Mythra. While it allows Mythra to punish blockable attacks, it also gives Mythra the slowest dodges in the game, with her forward, spot dodge, and back rolls starting on frames 7 for the 2 former dodges and 8 for the latter, making her vulnerable to grabs and other unblockable attacks. Mythra's directional air dodge distance is counterbalanced by the Foresight mechanic itself. If Foresight is activated during her air dodges, she will travel dowards instead of remaining in place, which may lead to a self destruct. Additionally, if it is activated during her directional air dodge, she travel a reduced distance than what she will normally have, and will still suffer the entire ending lag of the dodge. Unlike regular directional air dodges, in this state, she is even unable to grab ledges due to the ending lag being considered as part of the move's animation and it being impossible to interupt in any way until it is completed. | ||
Perhaps Mythra's single biggest weakness, however, is her very | Perhaps Mythra's single biggest weakness, however, is her very explotiable recovery despite traveling an acceptable distance overall if not interupted, a weakness shared with {{SSBU|Pyra}}, although the former's recovery is noticeably better than latter's. Although she has very good air speed and her directional air dodge covers more distance than most others in the game (barring those of {{SSBU|Ness}} and {{SSBU|Lucas}}), her double jump height is merely average at best, her falling speed is incredibly fast, and as mentioned before, Ray of Punishment has no horizontal travel distance by itself, while Photon Edge leaves Mythra [[helpless]] and does not snap to ledges until the very end and doesn't protect her from above, and her recovery using her directional air dodge is risky to the Foresight mechanic mentioned above. If Mythra uses Ray of Punishment on an off-stage opponent while she is recovering, they can [[wall jump tech]] after getting hit by the projectile and punish her, similarly to the [[Tech Check]] technique. Mythra is also susceptible to semi-spikes, as getting hit by a sufficiently strong one means that she will be too low to use Photon Edge, and likely will not be able to cover the required horizontal distance with Ray of Punishment either. It is also very common for even the weakest of projectiles, such as {{SSBU|Mario}}'s {{Fireball} to be enough to gimp Mythra and prevent her from recovering to the stage. | ||
Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed and high gravity render her susceptible to certain combos (such as {{SSBU|Steve}}'s jab/forward tilt combos), and her | Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed and high gravity render her susceptible to certain combos (such as {{SSBU|Steve}}'s jab/forward tilt combos), and her average-at-best air acceleration can make it difficult for her to adjust her aerial drift while being juggled compared to other speedy characters with superior air acceleration, such as {{SSBU|Fox}}, {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}}. And unlike [[Pokémon Change]], Swap does not grant intangibility until frame 6, making it inefficient as a combo breaker. This is further compounded by Pyra's disadvantage state being even worse than Mythra's. | ||
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 | 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, whereas it is considered best to switch to her counterpart to keep advantage due to Pyra's vastly stronger attacks and more impactful punishes. | ||
Mythra's strengths generally outweigh her weaknesses, and players like {{Sm|Sparg0}}, {{Sm|Cloudy}} and {{Sm|Cosmos}} 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 they are top tier or even among the best characters in the game, alongside the commonly accepted {{SSBU|Pikachu}} and {{SSBU|Joker}}. | |||
==Differences from {{SSBU|Pyra}}== | ==Differences from {{SSBU|Pyra}}== | ||
Uniquely among clone characters, Mythra and Pyra act as a transformation character similar to {{SSBU|Pokémon Trainer}}, and to [[Sheik]] and [[Zelda]] in ''Melee'' and ''Brawl''. As typical of both transforming characters and certain pairs of clones, their movesets are designed to complement each other in a speed vs. power dichotomy. Mythra is characterized by an overall extremely fast mobility (especially on the ground | Uniquely among clone characters, Mythra and Pyra act as a transformation character similar to {{SSBU|Pokémon Trainer}}, and to [[Sheik]] and [[Zelda]] in ''Melee'' and ''Brawl''. As typical of both transforming characters and certain pairs of clones, their movesets are designed to complement each other in a speed vs. power dichotomy. Mythra is characterized by an overall extremely fast mobility (especially on the ground, and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has rather sluggish overall mobility (particularly on the ground), but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters. | ||
Additionally, while Mythra has superior frame data overall compared to Pyra, her frame data is not | Additionally, while Mythra has superior frame data overall compared to Pyra, her frame data is not much better than Pyra's in regards to startup lag. Generally, Mythra's attacks are mostly 3-4 frames faster than Pyra's making the latter's attacks more notable as long as the player is certain the attacks will land. The grounded attack with the biggest startup difference between the 2, is dash attack, coming out on frame 9 for Mythra, and frame 17 for Pyra. While this difference is enough to classify the dash attack as quick for the former and slow for the latter, it should still be noted that there is only a 8 frame difference between the two. This also most notably applies with their aerials. All of Mythra's aerials, except for back aerial, are just 3-4 frames faster in startup than Pyra's, with the biggest startup gap in back aerial being just 6 frames, coming out on frame 10 and 16 respectively. Interestingly, 2 of her special moves are slower than Pyra's making them the only moves in her moveset that are slower than the latter. Under the condition of their netural specials being fully charged, Pyra's Flame Nova comes out on 56 with Lightning Buster on frame 69, a 13 frame startup difference. Pyra's Blazing End first hitbox comes out on frame 14 while Phton Edge's firts hitbox comes out on frame 18. | ||
While all of their special moves (except for [[Swap]], which is required to switch between the two) are fully unique, the rest of their moves have identical animations, similarly to how they function as different variations of the same Aegis Sword moveset | While all of their special moves (except for [[Swap]], which is required to switch between the two) are fully unique, the rest of their moves have identical animations, similarly to how they function as different variations of the same Aegis Sword moveset in their game of origin (aside from Blade Specials), and most of their non-attack animations are also identical as well, with the lattermost of these being a trait shared with {{SSBU|Dr. Mario}} and all Echo Fighters. In comparison to other clones, they have the same amount of different moves from each other as the full clone {{SSBU|Young Link}} has from {{SSBU|Link}}—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with {{SSBU|Toon Link}}. Additionally, Mythra has a unique ability called [[Foresight]], which acts as a form of dodge leniency, whereas Pyra has no similar ability of her own. | ||
Overall, Mythra tends to excel at the start of a match, during the [[neutral game]], and in disadvantage thanks to her superior mobility and frame data, and her combo game is fairly freeform and versatile overall as well compared to Pyra's. However, Pyra's superior power and range in conjunction with her heavier weight, while leading to worse combo potential when combined with her overall only slightly slower frame data in regards to startup, allows her to close stocks much earlier, while also aiding her in more effectively [[spacing]] out shorter-ranged opponents; she also benefits more from trading than Mythra as a result of these traits. While Pyra and Mythra are individually | Overall, Mythra tends to excel at the start of a match, during the [[neutral game]], and in disadvantage thanks to her superior mobility and frame data, and her combo game is fairly freeform and versatile overall as well compared to Pyra's. However, Pyra's superior power and range in conjunction with her heavier weight, while leading to worse combo potential when combined with her overall only slightly slower frame data in regards to startup, allows her to close stocks much earlier, while also aiding her in more effectively [[spacing]] out shorter-ranged opponents; she also benefits more from trading than Mythra as a result of these traits. While Pyra and Mythra are individually usable on their as standalone characters, it is generally more optimal to instead use both forms together in battle, alternating between the two depending on the current situation. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Mythra's on-screen appearance, idle stance, periodic idle poses, swimming animation, taunts, victory poses | *{{change|Mythra's on-screen appearance, idle stance, periodic idle poses, swimming animation, taunts, victory poses and No Contest animation are different from Pyra's.}} | ||
**{{change|Mythra has an animation for transitioning into her own idle stance from Pyra's idle stance, which is generally used for animations shared with Pyra. She shares this trait with {{SSBU|Chrom}} and {{SSBU|Dark Samus}}.}} | **{{change|Mythra has an animation for transitioning into her own idle stance from Pyra's idle stance, which is generally used for animations shared with Pyra. She shares this trait with {{SSBU|Chrom}} and {{SSBU|Dark Samus}}.}} | ||
*{{change|In general, Mythra has light-themed aesthetics instead of fire-based ones. This includes her sword trails, which are light-green instead of red, as well as many of her sound effects.}} | *{{change|In general, Mythra has light-themed aesthetics instead of fire-based ones. This includes her sword trails, which are light-green instead of red, as well as many of her sound effects.}} | ||
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**{{nerf|Neutral attack deals less damage on hit 1 (3% → 2%), hit 3 (5% → 4%), rapid jab (0.6% → 0.4%) and rapid jab finisher (5% → 3%).}} | **{{nerf|Neutral attack deals less damage on hit 1 (3% → 2%), hit 3 (5% → 4%), rapid jab (0.6% → 0.4%) and rapid jab finisher (5% → 3%).}} | ||
**{{buff|The third hit of neutral attack has less ending lag (FAF 36 → 29).}} | **{{buff|The third hit of neutral attack has less ending lag (FAF 36 → 29).}} | ||
**{{nerf|The third hit of neutral attack deals less knockback (71/103 → 66/98), greatly hindering its KOing ability | **{{nerf|The third hit of neutral attack deals less knockback (71/103 → 66/98), greatly hindering its KOing ability.}} | ||
**{{change|The third hit of neutral attack launches at a higher angle (361° → 60°). This enables it to launch opponents onto platforms directly above Mythra, allowing her to set up platform [[Tech-chasing|tech-chases]], but hinders its KOing ability when combined with its reduced | **{{change|The third hit of neutral attack launches at a higher angle (361° → 60°). This enables it to launch opponents onto platforms directly above Mythra, allowing her to set up platform [[Tech-chasing|tech-chases]], but hinders its KOing ability when combined with its reduced damqge and knockback.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has less startup (12 → 8).}} | **{{buff|Forward tilt has less startup (12 → 8).}} | ||
**{{buff|Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.}} | **{{buff|Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.}} | ||
**{{nerf|Forward tilt deals less damage (11.5% → 5.5%)}} | **{{nerf|Forward tilt deals less damage (11.5% → 5.5%)}} | ||
**{{nerf|Forward tilt has less knockback scaling (78 → 65), which when combined with its reduced damage output | **{{nerf|Forward tilt has less knockback scaling (78 → 65), which when combined with its reduced damage output makes it incapable of KOing, even at very high percentages.}} | ||
***{{buff|However, this grants it combo potential until high percentages | ***{{buff|However, this grants it combo potential until high percentages, though not to the same degree as up tilt or down tilt.}} | ||
**{{change|Forward tilt launches at a different angle (35° → 62°), improving its combo potential when combined with its lower ending lag and reduced knockback, but hindering its KO potential and utility as a get-off-me move.}} | **{{change|Forward tilt launches at a different angle (35° → 62°), improving its combo potential when combined with its lower ending lag and reduced knockback, but hindering its KO potential and utility as a get-off-me move.}} | ||
**{{nerf|The move lacks a positive shieldstun modifier. When combined with its lower damage output and shorter range, this makes it less safe on shield, | **{{nerf|The move lacks a positive shieldstun modifier. When combined with its lower damage output and shorter range, this makes it less safe on shield, although the move's lower ending lag somewhat compensates for this.}} | ||
**{{nerf|Forward tilt has less range.}} | **{{nerf|Forward tilt has less range.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
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**{{buff|Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.}} | **{{buff|Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.}} | ||
**{{nerf|Up tilt deals less damage (9.5% → 4%).}} | **{{nerf|Up tilt deals less damage (9.5% → 4%).}} | ||
**{{change|Up tilt deals significantly less knockback (base/scaling: 66/98 → 60/73), which when combined with its lower damage output greatly hinders its KO potential, even at extremely high percentages. However, this gives it combo potential until extremely high percentages | **{{change|Up tilt deals significantly less knockback (base/scaling: 66/98 → 60/73), which when combined with its lower damage output greatly hinders its KO potential, even at extremely high percentages. However, this gives it combo potential until extremely high percentages.}} | ||
**{{nerf|Up tilt has less range.}} | **{{nerf|Up tilt has less range.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
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**{{buff|Down tilt has less ending lag (FAF 27 → 21).}} | **{{buff|Down tilt has less ending lag (FAF 27 → 21).}} | ||
**{{nerf|Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).}} | **{{nerf|Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).}} | ||
**{{buff|Down tilt deals significantly less knockback, especially when sourspotted (base/scaling: 82/62 → 67/60 (blade) - 60/55 (arm)). When combined with its lower ending lag | **{{buff|Down tilt deals significantly less knockback, especially when sourspotted (base/scaling: 82/62 → 67/60 (blade) - 60/55 (arm)). When combined with its lower ending lag, this allows it to combo into moves for much longer, with the sourspot starting combos even past [[Sudden Death]] percentages.}} | ||
***{{nerf|However, this removes the sweetspot's situational KO potential at extremely high percentages.}} | ***{{nerf|However, this removes the sweetspot's situational KO potential at extremely high percentages.}} | ||
**{{nerf|Down tilt has less vertical range.}} | **{{nerf|Down tilt has less vertical range.}} | ||
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**{{nerf|Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).}} | **{{nerf|Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).}} | ||
**{{nerf|Dash attack deals less knockback (blade-arm: base/scaling 85/66-85/68 → 72/55-72/54), significantly reducing its KO potential when combined with its reduced damage output.}} | **{{nerf|Dash attack deals less knockback (blade-arm: base/scaling 85/66-85/68 → 72/55-72/54), significantly reducing its KO potential when combined with its reduced damage output.}} | ||
**{{buff|Dash attack's sped-up animation gives Mythra more burst momentum during the attack. When combined with the move's reduced startup and ending lag, this makes it a more effective [[approaching attack]].}} | **{{buff|Dash attack's sped-up animation gives Mythra more burst momentum during the attack. When combined with the move's reduced startup and ending lag, this makes it a more effective [[approaching attack]].}} | ||
**{{buff|Dash attack can [[Cross-up|cross up]] shields much more consistently.}} | **{{buff|Dash attack can [[Cross-up|cross up]] shields much more consistently.}} | ||
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**{{buff|Forward smash has less ending lag (FAF 68 → 50).}} | **{{buff|Forward smash has less ending lag (FAF 68 → 50).}} | ||
**{{nerf|Forward smash deals less damage (20% → 13.5%).}} | **{{nerf|Forward smash deals less damage (20% → 13.5%).}} | ||
**{{nerf|Forward smash deals less knockback (base/scaling 70/76 → 75/ | **{{nerf|Forward smash deals less knockback (base/scaling 70/76 → 75/65).}} | ||
**{{change|Forward smash does not cause the screen to shake after Mythra's sword touches the ground.}} | **{{change|Forward smash does not cause the screen to shake after Mythra's sword touches the ground.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
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**{{nerf|Down aerial deals less damage (14%/12% → 8%/6%).}} | **{{nerf|Down aerial deals less damage (14%/12% → 8%/6%).}} | ||
**{{nerf|Down aerial deals less knockback (30/80 (clean) - 65/85 (late) → 60/70).}} | **{{nerf|Down aerial deals less knockback (30/80 (clean) - 65/85 (late) → 60/70).}} | ||
**{{nerf|Mythra's down aerial cannot [[meteor smash]]; | **{{nerf|Mythra's down aerial cannot [[meteor smash]]; despite this, it sends at a lower angle than the late hit of Pyra's down aerial (270° (early/clean)/60° (late) → 50°).}} | ||
**{{nerf|Down aerial has much less vertical range. When combined with its inability to meteor smash, this makes it a less effective move for 2-framing.}} | **{{nerf|Down aerial has much less vertical range. When combined with its inability to meteor smash, this makes it a less effective move for 2-framing.}} | ||
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**{{buff|However, this improves its combo potential when combined with Mythra's superior mobility and frame data, as it can combo into dash attack.}} | **{{buff|However, this improves its combo potential when combined with Mythra's superior mobility and frame data, as it can combo into dash attack.}} | ||
*{{nerf|Back throw deals less damage (7% → 5.5%).}} | *{{nerf|Back throw deals less damage (7% → 5.5%).}} | ||
*{{nerf|Up throw deals less damage (5% → 4%).}} | *{{nerf|Up throw deals less damage (5% → 4%).}} | ||
*{{buff|Up throw has altered knockback, allowing it to KO earlier, albeit still at unrealistic percentages (80/45 → 70/65).}} | *{{buff|Up throw has altered knockback, allowing it to KO earlier, albeit still at unrealistic percentages (80/45 → 70/65).}} | ||
*{{nerf|Down throw deals less damage (8% → 7%).}} | *{{nerf|Down throw deals less damage (8% → 7%).}} | ||
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**{{buff|Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.}} | **{{buff|Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.}} | ||
**{{nerf|Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.}} | **{{nerf|Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.}} | ||
**{{nerf|Lightning Buster deals less shield damage | **{{nerf|Lightning Buster deals less shield damage being unable to break full shields when fully charged.}} | ||
**{{nerf|Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.}} | **{{nerf|Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.}} | ||
**{{change|All hits of Lightning Buster have [[transcendent priority]]. This makes it much easier for the opponent to challenge the move with virtually no risk before the final hit comes out if they have a disjoint that outranges the move or a projectile but prevents certain shorter-ranged characters from canceling the move by clanking with it with their own moves.}} | **{{change|All hits of Lightning Buster have [[transcendent priority]]. This makes it much easier for the opponent to challenge the move with virtually no risk before the final hit comes out if they have a disjoint that outranges the move or a projectile, but prevents certain shorter-ranged characters from canceling the move by clanking with it with their own moves.}} | ||
**{{nerf|Mythra cannot move horizontally while performing Lightning Buster on the ground, and she has significantly less control of her aerial drift when performing it in midair. It also cannot be used to stall her vertical mobility unless the move hits an opponent, significantly hindering the move's recovery mixup potential in comparison with Pyra.}} | **{{nerf|Mythra cannot move horizontally while performing Lightning Buster on the ground, and she has significantly less control of her aerial drift when performing it in midair. It also cannot be used to stall her vertical mobility unless the move hits an opponent, significantly hindering the move's recovery mixup potential in comparison with Pyra.}} | ||
*[[Photon Edge]]: | *[[Photon Edge]]: | ||
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**{{nerf|Photon Edge has less maximum damage potential and deals less knockback, greatly hindering its KO potential.}} | **{{nerf|Photon Edge has less maximum damage potential and deals less knockback, greatly hindering its KO potential.}} | ||
*[[Ray of Punishment / Chroma Dust]]: | *[[Ray of Punishment / Chroma Dust]]: | ||
**{{buff|Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as unlike Pyra, Mythra does not dive downward after the jump.}} | **{{buff|Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as, unlike Pyra, Mythra does not dive downward after the jump.}} | ||
***{{buff|The faster startup improves the move's utility as an [[out of shield]] option.}} | ***{{buff|The faster startup improves the move's utility as an [[out of shield]] option.}} | ||
**{{change|The move has less landing lag than Prominence Revolt but lacks a landing hitbox.}} | **{{change|The move has less landing lag than Prominence Revolt, but lacks a landing hitbox.}} | ||
**{{change|The move grants no horizontal distance at all compared to Prominence Revolt. However, it allows Mythra to use her aerial mobility | **{{change|The move grants no horizontal distance at all compared to Prominence Revolt. However, it allows Mythra to use her aerial mobility afterwards while Pyra is only granted a set amount of horizontal distance and it does not allow her to use her aerial mobility no matter how far away she is from the ground. This overall grants Mythra more horizontal recovery potential overall, but makes her more vulenrable when using the aerial mobility she gets after using the move to travel the same amount of distance Prominence Revolts grants as she does not descend as quickly from the move.}} | ||
**{{buff|The upward slash is followed up by Mythra shooting downward, giving her an attack that she can use at a safe vertical distance. This makes the move more effective for [[edgeguarding]], since Prominence Revolt is highly ineffective for [[sacrificial KO]]s and is likely to result in a [[self-destruct]] if Pyra uses it off-stage.}} | **{{buff|The upward slash is followed up by Mythra shooting downward, giving her an attack that she can use at a safe vertical distance. This makes the move more effective for [[edgeguarding]], since Prominence Revolt is highly ineffective for [[sacrificial KO]]s and is likely to result in a [[self-destruct]] if Pyra uses it off-stage.}} | ||
**{{buff|After the projectiles are fired, Mythra will grab the ledge even if her back is facing | **{{buff|After the projectiles are fired, Mythra will grab the ledge even if her back is facing towards it, while Prominence Revolt cannot be used to grab ledges from behind Pyra making it much less likely for Mythra to self destruct if she doesn't reverse the move when facing away from the ledge.}} | ||
***{{nerf|Any downward projectiles fired using Mythra's up special can be reflected, absorbed or pocketed.}} | ***{{nerf|Any downward projectiles fired using Mythra's up special can be reflected, absorbed or pocketed.}} | ||
***{{nerf|The projectiles cannot penetrate through platforms, noticeably hindering its utility on stages such as Battlefield | ***{{nerf|The projectiles cannot penetrate through platforms, noticeably hindering its utility on stages such as Battlefield.}} | ||
***{{nerf|Since Mythra does not drop | ***{{nerf|Since Mythra does not drop downward after the upward slash, the move is less useful for escaping juggles.}} | ||
**{{buff|Due to having two variants, the move is less predictable than Prominence Revolt.}} | **{{buff|Due to having two variants, the move is less predictable than Prominence Revolt.}} | ||
**{{buff|The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.}} | **{{buff|The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.}} | ||
**{{buff|The move is more effective as a combo finisher due to its faster startup | **{{buff|The move is more effective as a combo finisher due to its faster startup combined with Mythra's greater overall combo potential.}} | ||
**{{nerf|The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.}} | **{{nerf|The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.}} | ||
**{{nerf|The move snaps to edges later into Mythra's ascent, making it notoriously easier to 2-frame.}} | |||
*[[Swap]]: | *[[Swap]]: | ||
**{{change|Mythra has different swapping animations than Pyra.}} | **{{change|Mythra has different swapping animations than Pyra.}} | ||
*[[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|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 | So far, Mythra has been slightly nerfed in update {{SSBU|12.0.0}}, with 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. | ||
Overall, these changes | Overall, these changes are not expected to 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}}''' | ||
{{UpdateList (SSBU)/12.0.0|char=Mythra}} | {{UpdateList (SSBU)/12.0.0|char=Mythra}} | ||
==Moveset== | ==Moveset== | ||
*Mythra is tied to Pyra as a two-in-one fighter, like how [[Sheilda|Princess Zelda and Sheik functioned in ''Melee'' and ''Brawl'']]. She can switch places with Pyra by using her down special move: [[Swap]]. | *Mythra is tied to Pyra as a two-in-one fighter, like how [[Sheilda|Princess Zelda and Sheik functioned in ''Melee'' and ''Brawl'']]. She can switch places with Pyra by using her down special move: [[Swap]]. | ||
*Pyra and Mythra are semi-[[clone]]s of each other; with all of their non-special moves having similar animations, but having different frame data, range, damage, and knockback. Following the archetypical traits of a transforming character; Mythra is the "fast, but weak" counterpart of the duo | *Pyra and Mythra are semi-[[clone]]s of each other; with all of their non-special moves having similar animations, but having different frame data, range, damage, and knockback. Following the archetypical traits of a transforming character; Mythra is the "fast, but weak" counterpart of the duo, their remaining special moves are all unique. | ||
*Mythra has a [[fighter ability]] called '''[[Foresight]]'''. It is a [[dodge]] mechanic similar to [[Bat Within]] in both functionality and execution but differs from Bat Within by also applying a slowdown effect on opponents, similarly to [[Witch Time]]. | *Mythra has a [[fighter ability]] called '''[[Foresight]]'''. It is a [[dodge]] mechanic similar to [[Bat Within]] in both functionality and execution, but differs from Bat Within by also applying a slowdown effect on opponents, similarly to [[Witch Time]]. | ||
''For a gallery of Mythra's hitboxes, see [[Mythra (SSBU)/Hitboxes|here]].'' | ''For a gallery of Mythra's hitboxes, see [[Mythra (SSBU)/Hitboxes|here]].'' | ||
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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 | |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= | |ftiltname= | ||
|ftiltdmg=5.5% | |ftiltdmg=5.5% | ||
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|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|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 | |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. | ||
|dashname= | |dashname= | ||
|dashdmg=8.5% (sword),<br>7% (arm) | |dashdmg=8.5% (sword),<br>7% (arm) | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|13.5}} | |fsmashdmg={{ChargedSmashDmgSSBU|13.5}} | ||
|fsmashdesc=A lunging, two-handed downward slash in front of Mythra. It comes out rather quickly for a smash attack, coming out on frame 14 when uncharged. However, it is also the second | |fsmashdesc=A lunging, two-handed downward slash in front of Mythra. It comes out rather quickly for a smash attack, coming out on frame 14 when uncharged. However, it is also the second weakest forward smash in the game on its own (after {{SSBU|Mega Man}}'s when excluding sourspotted forward smashes), KOing {{SSBU|Mario}} at around 126% from center stage—and around 94% at the edge—when uncharged. When fully charged, the move can KO from center stage at around 85%, and around 61% at the edge. | ||
|usmashname= | |usmashname= | ||
|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 | |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. | ||
|dsmashname= | |dsmashname= | ||
|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= | |nairname= | ||
|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 | |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. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|7}} | |fairdmg={{ShortHopDmgSSBU|7}} | ||
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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= | |grabname= | ||
|grabdesc=Clinches the opponent, restraining them with telekinesis | |grabdesc=Clinches the opponent, restraining them with telekinesis. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.5% | |pummeldmg=1.5% | ||
|pummeldesc=A burst of light ether | |pummeldesc=A burst of light ether. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1),<br>2.5% (throw) | |fthrowdmg=3% (hit 1),<br>2.5% (throw) | ||
|fthrowdesc= | |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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1),<br>2.5% (throw) | |bthrowdmg=3% (hit 1),<br>2.5% (throw) | ||
|bthrowdesc=A wheel kick. Extremely weak, but can combo into dash attack at low percentages | |bthrowdesc=A wheel kick. Extremely weak, but can combo into dash attack at low percentages to potentially send the opponent offstage. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% | |uthrowdmg=4% | ||
|uthrowdesc=Telekinetically throws the opponent upward. | |uthrowdesc=Telekinetically throws the opponent upward. Her worst throw, dealing little damage and having no true combo potential other than up air at very low percentages, however the throw is extremely fast, leaving the opponent with little time to react, allowing for a potential juggle scenario. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1),<br>3% (throw) | |dthrowdmg=4% (hit 1),<br>3% (throw) | ||
|dthrowdesc=Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow ''Xenoblade'' character {{SSBU|Shulk}}'s down throw. Mythra's combo throw | |dthrowdesc=Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow ''Xenoblade'' character {{SSBU|Shulk}}'s down throw. Mythra's combo throw, able to lead into aerials and Ray of Punishment/Chroma Dust. Despite being her main combo throw, it is also her strongest throw. Visually, it appears to resemble an abridged version of Pyra's Prominence Revolt, without the fiery effect and visuals. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|ssname=Photon Edge | |ssname=Photon Edge | ||
|ssdmg=2% (hit 1),<br>2.5% (hits 2-5),<br>7% (hit 6) | |ssdmg=2% (hit 1),<br>2.5% (hits 2-5),<br>7% (hit 6) | ||
|ssdesc=Charges forward at the speed of light in order to perform a flurry of slashes. It travels a good distance forwards and has great range, making it an effective combat move, but has high ending lag and still renders Mythra vulnerable. The grounded version will stop at an edge provided Mythra is far enough from it, whereas performing the move at an edge will cause her to perform the aerial version (usually resulting in a [[self-destruct]]). It can be used in the air, though Mythra will be rendered [[helpless]] | |ssdesc=Charges forward at the speed of light in order to perform a flurry of slashes. It travels a good distance forwards and has great range, making it an effective combat move, but has high ending lag and still renders Mythra vulnerable. The grounded version will stop at an edge provided Mythra is far enough from it, whereas performing the move at an edge will cause her to perform the aerial version (usually resulting in a [[self-destruct]]). It can be used in the air, though Mythra will be rendered [[helpless]] afterwards. The aerial version can be useful for recovery, but should only be used when Mythra has enough height to safely fall back onto the stage after becoming helpless. Similar to [[Octaslash]], but she can only travel horizontally. | ||
|usname=Ray of Punishment / Chroma Dust | |usname=Ray of Punishment / Chroma Dust | ||
|usdmg=7% (slash),<br>2% (Ray of Punishment, hit 1),<br>4.5%, (Ray of Punishment, hit 2 near),<br>3% (Ray of Punishment, hit 2 far),<br>2.5% (Chroma Dust) | |usdmg=7% (slash),<br>2% (Ray of Punishment, hit 1),<br>4.5%, (Ray of Punishment, hit 2 near),<br>3% (Ray of Punishment, hit 2 far),<br>2.5% (Chroma Dust) | ||
|usdesc=Jumps while performing an uppercutting slash, similar to [[Dolphin Slash]], then fires blasts of light ether towards the ground that burst on impact, before falling. Its functionality changes based on whether the special move button is tapped or held/pressed continuously. If the special button is tapped once, Mythra performs '''Ray of Punishment''', which fires a single, yellow-green blast of light ether that has more power and bursts to form a larger hitbox but covers a limited area. If the special move is held down or tapped repeatedly, it becomes '''Chroma Dust''', which fires five blasts of cyan and yellow light ether that have less power, smaller hitboxes | |usdesc=Jumps while performing an uppercutting slash, similar to [[Dolphin Slash]], then fires blasts of light ether towards the ground that burst on impact, before falling. Its functionality changes based on whether the special move button is tapped or held/pressed continuously. If the special button is tapped once, Mythra performs '''Ray of Punishment''', which fires a single, yellow-green blast of light ether that has more power and bursts to form a larger hitbox, but covers a limited area. If the special move is held down or tapped repeatedly, it becomes '''Chroma Dust''', which fires five blasts of cyan and yellow light ether that have less power, smaller hitboxes and do not burst, but cover a larger area in a fanning pattern. The blasts are Mythra's only projectiles; they have long ranges, being able to cover a longer vertical distance than Mythra can cover from the ground, which can be used to hit opponents offstage. Both types of projectiles can be reflected and absorbed. The initial slash has good horizontal range and comes out on frame 10, making the move a useful [[out of shield]] option. | ||
|dsname=Swap to Pyra | |dsname=Swap to Pyra | ||
|dsdmg=— | |dsdmg=— | ||
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|fspage= | |fspage= | ||
|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. | |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. Afterwards, 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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*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> | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''' | *'''Up taunt:''' Rex appears behind her and pumps his fist up, saying "Come on, Mythra!" (shouting her name excitedly if the game's language is set to Japanese). She waves at Rex once while quietly giggling. Rex's animation is similar to the one he does while performing a Blade Special in ''Xenoblade Chronicles 2''. | ||
*'''Side taunt''' | *'''Side taunt:''' Holds the Aegis Sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself." ({{ja|覚悟なさい|Kakugo nasai}}) This is one of her quotes from ''Xenoblade Chronicles 2'', where she could randomly say this before using Photon Edge. | ||
*'''Down taunt''' | *'''Down taunt:''' Puts the Aegis Sword down while turning her back to the player and looking behind her towards the left, with wind blowing through her hair, saying "Think you can take me?" ({{ja|本気を見せてあげる|Honki wo misete ageru}}, ''I'll show you my true power.''). This references an infamous battle quote of the Ardainian Soldiers in ''Xenoblade Chronicles 2''. If facing left, the taunt is mirrored. | ||
<gallery> | <gallery> | ||
SSBUMythraTaunt1.gif|Mythra's up taunt. | SSBUMythraTaunt1.gif|Mythra's up taunt. | ||
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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> | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | |||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer ( | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | !Cheer (Japanese/Chinese) | ||
!Cheer (Italian) | |||
!Cheer (Dutch) | |||
!Cheer (French) | |||
|- | |||
! scope="row"|Cheer | |||
|[[File:Pyra & Mythra Cheer English & French NTSC SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Japanese SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Italian SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Pyra & Mythra Cheer English & French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pyra & Mythra Cheer French PAL & German SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Py - ra! -- Myth - ra! || Homura! - Hikari! || Py - ra! -- Myth - ra! || Py - ra! -- Myth - ra! || Py - ra! -- Myth - ra! | |||
|} | |||
</div> | |||
<div class="tabbertab" title="German, Spanish, Russian, Korean"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | |||
|- | |||
!{{{name|}}} | |||
!Cheer (German) | |||
!Cheer (Spanish) | |||
!Cheer (Russian) | |||
!Cheer (Korean) | !Cheer (Korean) | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Pyra & Mythra Cheer | |[[File:Pyra & Mythra Cheer French PAL & German SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Spanish SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Russian SSBU.ogg|center]]||[[File:Pyra & Mythra Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Py - ra! -- Myth - ra! || | |Py - ra! -- Myth - ra! || Py - ra! -- Myth - ra! || Py - ra! -- Myth - ra! || Ho - mu - ra! -- Hi - ka - ri! | ||
|} | |} | ||
</div> | |||
</div> | |||
===[[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!}} | *'''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. | ||
*'''Up:''' Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." ({{ja|最高潮!|Saikouchou!}} | *'''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. | ||
*'''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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{{clr}} | {{clr}} | ||
==In | ==In competitive play== | ||
{{Pyra and Mythra in competitive play (SSBU)}} | {{Pyra and Mythra in competitive play (SSBU)}} | ||
=={{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 | Referencing the duality of Pyra and Mythra, the pair's route features pairs of opponents who are the same or 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}} ( | |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 | 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. | ||
{{clrl}} | {{clrl}} | ||
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</center> | </center> | ||
==In Spirit | ==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. | ||
PyraMythra unlock notice SSBU.jpg|Pyra and Mythra's unlock notice after downloading them from the Nintendo eShop. | |||
PyraMythra unlock notice SSBU.jpg|Mythra | |||
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]]. | ||
SSBUWebsitePyra4.jpg|Using | SSBUWebsitePyra4.jpg|Using Lightning Buster on {{SSBU|Dark Pit}} on [[Pirate Ship]]. | ||
SSBUWebsitePyra6.jpg|With {{SSBU|Shulk}} and [[Rex]] on [[Palutena's Temple]]. | SSBUWebsitePyra6.jpg|With {{SSBU|Shulk}} and [[Rex]] on [[Palutena's Temple]]. | ||
All Fighters from Fighters Pass Vol 2.jpg|Mythra alongside all | All Fighters from Fighters Pass Vol 2.jpg|Mythra alongside all the fighters in the 2nd Fighters Pass. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
{{trivia}} | |||
*Mythra's internal codename is "elight". Like {{SSBU|Hero}}'s "brave" and Pyra's "eflame", it is a literal translation of [[Mythra#Names in other languages|Mythra's Japanese and Chinese names]] (minus the "e", which presumably stands for "element", as below). | *Mythra's internal codename is "elight". Like {{SSBU|Hero}}'s "brave" and Pyra's "eflame", it is a literal translation of [[Mythra#Names in other languages|Mythra's Japanese and Chinese names]] (minus the "e", which presumably stands for "element", as below). | ||
** | **Their [[victory theme]] also has an internal codename, namely "element". | ||
**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 | *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 off a costume that was created directly from her appearance in ''Ultimate''. | ||
*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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**Pyra and Mythra have their own separate announcer calls used on the [[character selection screen]] and their [[victory pose]]s. | **Pyra and Mythra have their own separate announcer calls used on the [[character selection screen]] and their [[victory pose]]s. | ||
**Both Pyra and Mythra are shown on the [[versus splash screen]], though higher numbers of players will only show the one in front instead. | **Both Pyra and Mythra are shown on the [[versus splash screen]], though higher numbers of players will only show the one in front instead. | ||
**Their fighter spirits must separately be obtained, with the Blade chosen as the front on the Classic Mode character selection | **Their fighter spirits must separately be obtained, with the Blade chosen as the front on the Classic Mode character selection being the one that gets the spirit. The Pokémon Trainer obtains Squirtle's, Ivysaur's, and Charizard's fighter spirits all at once, while both the male and female Pokémon Trainer spirits must be purchased from the [[shop]]. | ||
**Swapping between the two changes the stock icon to the one currently being used, akin to {{SSBM|Zelda}} and {{SSBM|Sheik}} in ''Melee''. However, in [[Squad Strike]], the stock icon always displays the one who started in the match. | **Swapping between the two changes the stock icon to the one currently being used, akin to {{SSBM|Zelda}} and {{SSBM|Sheik}} in ''Melee''. With Pokémon Trainer, this can only be done through hacks. However, in [[Squad Strike]], the stock icon always displays the one who started in the match. | ||
**Pyra and Mythra do not appear in Spirit | **Pyra and Mythra do not appear in Spirit battles as separate fighters, only appearing in the battle for their combined form Pneuma as a single transforming character. | ||
**On the results screen, Pyra and Mythra use their separate stock icons in the | **On the results screen, Pyra and Mythra use their separate stock icons in the KO’s and Falls section instead of using a single icon to represent both (the way Pokémon Trainer does) | ||
*Succeeding {{SSBU|Min Min}}, Pyra and Mythra are the second and third characters that are both [[spirit]]s and playable. | *Succeeding {{SSBU|Min Min}}, Pyra and Mythra are the second and third characters that are both [[spirit]]s and playable. | ||
**Notably, their games of origin were in consideration to have playable fighters for the base game, but the base game roster had already been finished by then, making the idea unfeasible. | **Notably, their games of origin were in consideration to have playable fighters for the base game, but the base game roster had already been finished by then, making the idea unfeasible. | ||
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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. | ||
*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 | *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 relatively simple appearance and moveset of the Ice Climbers.<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 supportive 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. | ||
*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 both 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 | *Mythra, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]]. | ||
==References== | ==References== |