Mythra (SSBU): Difference between revisions
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Revision as of 09:44, May 11, 2021
Mythra in Super Smash Bros. Ultimate | |
---|---|
{{{content1}}}
{{{content2}}} | |
Universe | Xenoblade Chronicles |
Shares character slot with | Pyra |
Availability | Downloadable |
Final Smash | Sacred Arrow |
“ | Mythra Awakens! | ” |
—Introduction tagline |
Mythra (ヒカリ, Hikari) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character alongside Pyra during the February 17th, 2021 Nintendo Direct, and were released as part of Challenger Pack 9 on March 4th, 2021 in 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 transformation semi-clone of Pyra. As such, Mythra is classified as Fighter #80. While 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 Pokémon Trainer.
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
Mythra is the faster Blade of the duo, possessing vastly superior speed and overall frame data. Along with easily performing combos, she is much more launch resistant than Pyra. A light-middleweight, Mythra boasts the eleventh fastest air speed, eighth fastest walk speed, seventh fastest fall speed, fifth fastest dash speed and the fastest initial dash in the game. Combined with her overall fast moveset, Mythra is most similar to Sheik, Joker or Fox with combos and juggling abilities; a rushdown character.
Mythra's moveset is primarily designed around winning neutral. Her jab is frame 2, making it an excellent tool to shut down slower close-range attacks. Her dash attack covers a large distance and is frame 9, making it a good option to approach or punish landing lag. True to a combo-oriented character, she also possesses several combo starters in her tilts: down tilt is very lagless and deals very little knockback even at high percents, allowing it to combo into most of her standard moveset, up tilt can combo into itself or most of her aerials, and even forward tilt can combo at low to mid percents. Good spacing also renders her tilts difficult to punish. Mythra can generally follow up with her equally fast aerial moves. All of her aerials have good autocancel windows, and except for down air, all of her aerials are frame 10 or faster. Neutral air hits three times and provides good coverage all around her. Forward air and back air are good combo finishers (and in certain circumstances back air can be followed up on), covering a decent area in front and behind her. Up air is a good juggle move, and has an extremely generous autocancel window, even more than the other aerials) While down air cannot spike, it is her most damaging aerial if hit with the first half of the move and possesses the most kill power of her aerials. Mythra's smash attacks are (by far) her best options for KOs. They are relatively fast for smash attacks, with forward smash being frame 14, up smash frame 9, and down smash frame 8. However, they kill only at moderately high percents, even when fully charged.
Finally, Mythra's specials enhance her rushdown playstyle. Photon Edge is similar to Sephiroth's Octaslash, covering a good portion of the stage, except Mythra also teleports several times while using the move, making Mythra incredibly difficult to challenge while using the special. Also, Mythra can use Photon Edge's large horizontal movement to recover. Lightning Buster is frame 9 and can take stocks at around 100% with a mild charge, and can be used off-stage as a mixup to cover airdodges. Ray of Punishment starts on frame 10, and combos into the resulting projectile(s) from itself or Chroma Dust. As a recovery, it is capable of sweetspotting while rising, and if Mythra goes past the ledge, the projectiles can somewhat cover her ledge grab. And of course, Mythra can Swap to Pyra, exchanging Mythra's aforementioned speed with Pyra's overwhelming strength.
In addition to her moveset, Mythra also possesses Foresight, which functions similar to Bayonetta's Bat Within. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes half damage and no knockback, and the opponent suffers additional lag, allowing Mythra a free combo 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 Pyra remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably kills at the ledge at 150%. In this sense, she is similar to Sheik, both sharing a great rushdown but mostly lacking in launching power. Also, her range is only average for a sword character, 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.
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 smashes from above. Ray of Punishment also covers decent vertical distance but little horizontal distance, although Mythra does have decent horizontal drift afterwards.
Perhaps Mythra's single biggest weakness, however, is her very limited recovery, a weakness shared with Pyra. Although she has very good air speed, her double jump height is below-average at best, her falling speed is incredibly fast, and as mentioned before, Ray of Punishment has poor horizontal travel distance, while Photon Edge leaves Mythra helpless and does not snap to ledges until the very end. If Mythra uses Ray of Punishment's downward projectile to stage spike 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.
Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed renders her susceptible to certain combos (such as 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 Fox, Sheik and Zero Suit Samus. And unlike Pokemon Trainer's Pokemon Change, Swap does not grant intangibility until frame 6, making it inefficient as a combo breaker. (Also, Pyra's disadvantage is even worse than Mythra's.)
Mythra's grabs are also subpar. Down throw is her most damaging throw, and at low percents confirms into up air, and forward throw can confirm into dash attack. However, at medium to higher percents, her throw combos are not true and she does not gain much from them. None of her throws reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.
Overall, Mythra excels at racking up damage with her rushdown playstyle. She has a good combo tree and for the most part, dictates the pace of neutral. However, she heavily relies on Pyra to finish stocks, as Mythra herself lacks good options to close them out.
Differences from Pyra
Uniquely for clone characters, Mythra and Pyra act as a transformation character similar to 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, and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has some of the slowest movements in the game, but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters.
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). In comparison to other clones, they have the same amount of different moves from each other as the full clone Young Link has from Link—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with Toon Link. Additionally, Mythra has a unique ability, Foresight, which acts as a form of dodge leniency, while Pyra has no similar ability of her own.
Overall, Mythra excels at the start of a match and when the player is at a disadvantage due to her superior speed and additional multi-hit moves allowing the player to quickly rack up damage and escape pressure. However, Pyra's superior damage and range, while leading to worse combo potential, allows her to close stocks much earlier and has much more combo enders that Mythra heavily relies on. While both are able to stand on their own in terms of usability, effective use of both in a battle is recommended to unlock their full potential.
Aesthetics
- Mythra's on-screen appearance, idle stance, periodic idle poses, swimming, taunts, victory animations and No Contest animation are different from Pyra's.
Attributes
- Mythra's walking (0.92 → 1.42), dashing (1.38 → 2.41), and initial dash (1.69 → 2.45) speeds are faster than those of Pyra.
- Mythra's air speed (1.1 → 1.22) and air acceleration (additional acceleration: 0.055 → 0.06; total: 0.065 → 0.07) are faster than Pyra's.
- Mythra's falling speed (1.62 → 1.87) and fast falling speed (2.592 → 2.992) are faster than Pyra's.
- Mythra's air friction is higher than Pyra's (0.009 → 0.012).
- Mythra has higher gravity (0.078 → 0.137). This improves her vertical mobility and makes her less susceptible to juggling, but makes her more susceptible to horizontal combos and worsens her horizontal endurance.
- Mythra's full hop (26.3 → 30.8), short hop (15.2 → 15.6) and double jump (29 → 33) height values are higher than Pyra's.
- Mythra is lighter than Pyra (98 → 92).
- Mythra's item throw is weaker.
- Mythra's walking speed when carrying heavy items is slower.
- Mythra's attacks have either the slash or the magic effect, while Pyra's attacks have the flame effect.
- Except for throws, all of Mythra's attacks have significantly faster frame data.
- All of Mythra's attacks deal significantly less damage and knockback.
- However, this significantly improves her combo game when combined with her better frame data.
- Most of Mythra's attacks have smaller hitboxes.
- Most of Mythra's moves have a negative hitlag multiplier, while Pyra's moves have a positive hitlag multiplier. However, this is not universal.
Ground attacks
- Neutral attack:
- The first hit of neutral attack has less startup (3 → 2).
- Mythra's rapid jab and rapid jab finisher have larger hitboxes (5.0u → 6.0u (rapid jab), 7.0u → 8.0u (rapid jab finisher)).
- 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%).
- The third hit of neutral attack has less ending lag (FAF 36 → 29).
- The third hit of neutral attack deals much less knockback (71/103 → 66/98), and launches at a higher angle (361° → 60°).
- Forward tilt:
- Forward tilt has less startup (12 → 8).
- Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.
- Forward tilt deals less damage (11.5% → 5.5%)
- Forward tilt has less knockback scaling (78 → 65), to the point where it cannot KO, even at very high percentages.
- However, this grants it combo potential until high percentages, though not to the same degree as up tilt or down tilt.
- 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 utility as a get-off-me move.
- Forward tilt has less range.
- Up tilt:
- Up tilt has less startup (11 → 7).
- Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.
- Up tilt deals less damage (9.5% → 4%).
- Up tilt deals significantly less knockback (base/scaling: 66/98 → 60/73), to the point where it cannot KO, even at extremely high percentages. However, this gives it combo potential until extremely high percentages.
- Up tilt has less range.
- Down tilt:
- Down tilt has less startup (9 → 5).
- Down tilt has less ending lag (FAF 27 → 21).
- Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).
- 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.
- However, this removes the sweetspot's situational KO potential at extremely high percentages.
- Down tilt has less vertical range.
- Dash attack:
- Dash attack has much less startup (17 → 9).
- Dash attack has less ending lag (FAF 53 → 40).
- Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).
- 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.
- 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.
- Dash attack can cross up shields.
Smash attacks
- Forward smash:
- Forward smash has less startup (20 → 14).
- Forward smash has less ending lag (FAF 68 → 50).
- Forward smash deals less damage (20% → 13.5%).
- Forward smash deals less knockback (base/scaling 70/76 → 75/65).
- Forward smash does not cause the screen to shake after Mythra's sword touches the ground.
- Up smash:
- Unlike Pyra, Mythra's up smash is a 5-hit move instead of a 2-hit move.
- Up smash has less startup (15 → 9), making it a more effective out of shield option.
- Up smash has less ending lag (FAF 67 → 52).
- Up smash deals less damage (17% → 12.5%).
- Up smash's final hit has altered knockback (base/scaling 85/80(early)-80/75(late) → 75/108).
- Down smash:
- Down smash has less startup (11 → 8).
- Down smash has less ending lag (FAF 48 → 45).
- Down smash deals less damage (blade-leg: 11%/13.5-8%/10% → 9%/10.5%-6%/7.5%).
- Down smash deals less knockback (blade sweetspot-blade sourspot-leg: base/scaling 75/74-75/71-75/66 → 75/70-75/69-75/65).
Aerial attacks
- Neutral aerial:
- Unlike Pyra, Mythra's neutral aerial is a multi-hit move instead of a single-hit move.
- This allows the move to be much more flexible in combos than Pyra’s, as well as landing and crossing up shields.
- Neutral aerial has a landing hitbox, similarly to Byleth's.
- Neutral aerial has less startup (11 → 8).
- Neutral aerial does less damage (11% → 7%).
- Neutral aerial deals much less knockback, to the point of it never being a kill move.
- Forward aerial:
- Forward aerial has less startup (11 → 8).
- Forward aerial has less ending lag (FAF 49 → 38).
- Forward aerial deals less damage (12% → 7%).
- Back aerial:
- Back aerial has much less startup (16 → 10).
- Back aerial has less ending lag (49 → 33), making it a much better combo move.
- Back aerial deals less damage (14% → 7.5%).
- Up aerial:
- Up aerial has less startup (13 → 9).
- Up aerial has a significantly faster autocancel window (25 → 16), allowing Mythra to autocancel an up air in a short hop fast fall.
- Up aerial deals less damage (10% → 6%).
- Up aerial has much less range.
- Down aerial:
- Down aerial has less startup (17 → 13).
- Down aerial has a much faster FAF (65 → 40), making it a much safer move to use offstage.
- The clean hit of Mythra's down aerial cannot meteor smash (270° → 50°).
- Down aerial has much less vertical range, combined with its inability to spike, this makes it a much worse 2-frame move than Pyra’s.
Throws/other attacks
- Despite having the same range, Mythra's grabs are slightly faster (standing 7-8 → 6-7, FAF 38 → 37; dash 12-13 → 11-12, FAF 45-44; pivot 13-14 → 12-13, FAF 40 → 39).
- Forward throw deals less damage (9% → 5.5%).
- Because of this, it KOs much later near the ledge and is not her strongest throw.
- Back throw deals less damage (7% → 5.5%).
- Up throw deals less damage (5% → 4%).
- Down throw deals less damage (8% → 7%).
- Mythra's edge attack does less damage (10% → 9%).
Special moves
- Mythra has a unique neutral special, side special and up special. She also has a different Final Smash.
- Lightning Buster:
- Lightning Buster is faster on startup and charges faster.
- Lightning Buster has increased range in front of Mythra.
- Lightning Buster briefly renders Mythra intangible during the move's startup.
- Lightning Buster has a damaging hitbox on Mythra's sword while the move is being charged.
- Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.
- Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.
- Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.
- 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.
- Photon Edge:
- Photon Edge cannot be reflected, as it is not a projectile.
- Mythra is overall less vulnerable while using Photon Edge, as its duration is shorter than how long Pyra is rendered incapable of attacking, and Mythra is surrounded by hitboxes during the attack, unlike Pyra. Photon Edge also has larger hitboxes.
- Photon Edge can be used to recover, due to Mythra dashing forward, but when using the move in the air, it puts Mythra into special fall.
- Photon Edge has less maximum damage potential and deals less knockback.
- Ray of Punishment / Chroma Dust:
- 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.
- The faster startup improves the move's utility as an out of shield option.
- The move has less landing lag than Prominence Revolt but lacks a landing hitbox.
- Due to having two variants, the move is less predictable than Prominence Revolt.
- The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.
- The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.
- Any downward projectiles fired using Mythra's up special can be reflected and absorbed.
- 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.
- Sacred Arrow:
- Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.
- Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.
- Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.
Dodges
All values here assume fully fresh dodges.
- Mythra has access to Foresight, which lets her dodge early to take halved damage, no knockback, and slow the opponent down for 36 frames.
- Foresight does not protect from grabs, making her dodges strictly worse against them.
- Spot dodge:
- Mythra's spot dodge provides intangibility later, however, Foresight protects her earlier (3-17 → (2-6)7-21).
- Mythra's spot dodge has more ending lag and can be canceled later (FAF: 26 (21) → 32 (27)).
- Rolls
- Mythra's rolls provide intangibility later, however, Foresight protects her earlier (forward: 4-15 → (2-6)7-18; back: 5-16 → (2-7)8-19).
- Mythra's rolls have more ending lag (forward: FAF 30 → 36; backwards: FAF: 35 → 39).
- Air dodges
- Mythra's air dodges provide intangibility later, however Foresight protects her earlier (neutral: 3-30 → (2-5)6-33; directional: 3-21 → (2-5)6-24).
- Mythra's air dodges have less ending lag (FAF side/up/down/diagonally up/diagonally down: 84/110/69/98/76 → 74/96/60/86/68).
- Mythra's air dodges cover more distance (16 → 24).
Moveset
- Mythra is tied to Pyra as a two-in-one fighter, similar to how Zelda and Sheik function in Melee and Brawl. She can transform into Pyra quickly using her down special, Swap to Pyra.
- Pyra and Mythra are semi-clones of each other, with all of their non-special moves having similar animations but having different frame data, damage, and knockback. Following the archetypical traits of a transforming character, Mythra is the "fast but weak" of the duo. Also, their remaining special moves are all unique.
- In a similar fashion to Palutena, Cloud, and Sephiroth, Mythra walks normally but floats during her dash.
- Mythra has a fighter ability in Foresight, a tight dodge mechanic similar to Bayonetta's Bat Within mechanic, which is activated by dodging much like the latter while having a slow-down effect on opponents like Witch Time.
For a gallery of Mythra's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | A knife-hand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by a series of light bursts that conclude with a larger blast that launches opponents. Mythra's fastest move, with the first hit connecting on frame 2. Holding down the button causes her to repeat the first hit. | ||
2% | ||||
4% | ||||
0.4% (infinite), 3% (finisher) | ||||
Forward tilt | 5.5% | An outward slash. It is very quick like her other attacks. It launches diagonally upward, allowing it to combo into itself and potentially into other attacks. | ||
Up tilt | 4% | 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. | ||
Down tilt | 4% (sword), 3% (arm) |
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. | ||
Dash attack | 8.5% (sword), 7% (arm) |
A running upward slash. It is moderately fast at frame 9 and Mythra travels a decent distance using the move, making it great for closing in gaps and punishing landings. | ||
Forward smash | 13.5% | 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 Mega Man's), KOing 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. | ||
Up smash | 2% (launcher), 1.5% (hits 2-4), 6% (last hit) |
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, as it KOs at around 151% uncharged, and around 113% fully charged. | ||
Down smash | 10.5% (sword), 9% (arm), 7.5% (kick, lower leg), 6% (kick, upper leg) |
Kneels and slashes around herself while performing a spinning pirouette, stretching her left leg to kick around herself simultaneously. Hits on both sides of Mythra simultaneously, with the sword being stronger while the pirouette kick is much weaker. Both hits have sourspots inside of Mythra's body; this can allow the back kick's sourspot to combo into the back hit's sweetspot at low percentages. It is Mythra's fastest smash attack at frame 8; however, it is one of the weakest down smashes in the game, as the sweetspotted hit starts KOing at around 163% uncharged/115% fully charged from center stage and 103% uncharged/75% fully charged at the edge, whereas neither the sourspotted sword nor the back hit KO reliably. | ||
Neutral aerial | 2% (hit 1), 3% (hits 2-3), 4% (landing) |
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 Piranha Plant's. Much like 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. | ||
Forward aerial | 7% | A spinning outward slash in front of herself. Has a moderately wide hitbox suitable for catching jumps and for edgeguarding or gimping recoveries. Cannot autocancel in a short hop. | ||
Back aerial | 7.5% (clean), 6.5% (late) |
Flips while slashing in an upwards arch starting from below herself. It launches vertically, making it a good combo starter on landing. Autocancels in a short hop. | ||
Up aerial | 6% | An overhead crescent slash that ends in a delayed somersault, resembling the up aerials of most of the Fire Emblem characters. The move has very low overall lag, allowing it to combo into itself multiple times. Autocancels in a short hop fast fall. The hitbox is deceptive, as despite resembling moves such as Lucina's up aerial, it mostly only hits directly above Mythra. | ||
Down aerial | 8% (clean), 6% (late) |
A delayed, upside down outward slash, resembling Marth's from Melee and Brawl. Unlike Pyra's down aerial, it cannot meteor smash, instead launching opponents horizontally. | ||
Grab | — | Clinches the opponent, restraining them with telekinesis. | ||
Pummel | 1.5% | Blasts the opponent with light from her hands. | ||
Forward throw | 3% (hit 1), 2.5% (throw) |
Quickly blasts the opponent away with a light energy blast. | ||
Back throw | 3% (hit 1), 2.5% (throw) |
Turns around with the opponent and kicks them away. Extremely weak, having little utility beyond launching opponents offstage. | ||
Up throw | 4% | Telekinetically throws the opponent upward. Her worst throw, dealing little damage, does not KO until sudden death percents, and possessing no combos | ||
Down throw | 4% (hit 1), 3% (throw) |
Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow Xenoblade character 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. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Slashes around herself while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Slashes around herself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Slashes around herself while getting up. | ||
Edge attack Edge getups |
9% | Slashes in front of herself while climbing up. | ||
Neutral special | Lightning Buster | 0.5% (charging loop), 2% (hits 1-3, uncharged), 6% (hit 4, uncharged), 4% (hits 1-4, fully charged), 17% (hit 5, fully charged) |
Raises the Aegis Sword in the air, charging light energy, before unleashing a series of slashes in front of herself, with the last hit launching the opponent. The raised sword itself can deal little damage while charging the attack if the opponent touches it. The move can be charged to deal more damage, and a fully charged Lightning Buster adds a hit and increases the move's range, while also having a hitbox on the charging blade, similarly to Corrin's forward smash. Unlike Pyra's Flame Nova, its range is primarily centered in front of Mythra, though the move can be reversed by tilting the control stick in the opposite direction. Additionally, if an opponent is behind Mythra and gets hit by the first slash, the opponent will be dragged in front of Mythra and hit by the following slashes. However, it also renders Mythra intangible for a short period of time when she releases the attack. Mythra's strongest move in launching power, capable of killing at approximately 50% on a full charge. Hitting an opponent while in the air will stall Mythra's descent. | |
Side special | Photon Edge | 2% (hit 1), 2.5% (hits 2-5), 7% (hit 6) |
Charges forward while slashing six times in front of herself in quick succession, teleporting each time she 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 each time she reappears. 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. It can be used in the air for recovery, though Mythra will become helpless afterwards. Similar to Sephiroth's Octaslash, but she can only travel horizontally. | |
Up special | Ray of Punishment / Chroma Dust | 7% (slash), 2% (Ray of Punishment, hit 1), 4.5%, (Ray of Punishment, hit 2 near), 3% (Ray of Punishment, hit 2 far), 2.5% (Chroma Dust) |
Jumps while performing an uppercutting slash, similar to Dolphin Slash, then fires blasts of light 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 blast of green and yellow light 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 that have less power, smaller hitboxes, and do not burst, but cover a larger area in a fan pattern. The blasts of light are Mythra's only projectile; they have long range, 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. | |
Down special | Swap to Pyra | — | Transforms into Pyra. Unlike Pokémon Trainer's Pokémon Change, Mythra does not gain frame 1 intangibility, instead becoming intangible starting on frame 6. Also does not stall Mythra/Pyra's fall. | |
Final Smash | Sacred Arrow | 8% (hit 1), 7% (hit 2), 2.5%/1.8%/1.4% (hits 3-18), 10% (hit 19) |
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
- 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.
Taunts
- 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 silently giggling. Rex's animation is similar to the one he does while performing a Blade Special in Xenoblade Chronicles 2.
- Side taunt: Holds the Aegis Sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself." (覚悟なさい) This is one of her quotes from Xenoblade Chronicles 2, where she could randomly say this before using Photon Edge.
- Down taunt: Puts the Aegis Sword down while turning her back to the player and looking behind her towards the left, saying "Think you can take me?" (本気を見せてあげる, 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.
Idle poses
- Brushes her hair aside with her free hand.
- Turns her body to the side while shifting her foot forward, and grins.
Crowd cheer
Cheer (German) | Cheer (Spanish) | Cheer (Russian) | Cheer (Korean) | |
---|---|---|---|---|
Cheer | ||||
Description | Py - ra! -- Myth - ra! | Py - ra! -- Myth - ra! | Py - ra! -- Myth - ra! | Ho - mu - ra! -- Hi - ka - ri! |
Victory poses
- Left: Holds the Aegis Sword to her side before doing two slashes and says "Called it." (当然の結果ね, This is a natural outcome.) Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" (やったね、ヒカリ!) The two slashes that Mythra performs look similar to 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." (最高潮!) 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 official artwork and her figurine with Pyra. They both say "This is the power of the Aegis!" (これが、私達の力ね, This is our power!) in unison, alternating their voices as they swap form.
In competitive play
Players have seen Mythra to be a better character in a stand-alone sense due to her vastly superior movement and frame data in addition to Foresight granting her access to potentially punish opponents out of disadvantage. On the other hand, she is often reliant on switching to Pyra in order to KO at reasonable percentages, as most of her attacks’ damage and knockback are below average at best, thus it is agreed that they are designed to be complementary to each other to a further degree than other characters in the series who can transform. Mythra along with her counterpart Pyra have already garnered notable representation and results online, and many believe the duo to potentially be one of the best characters in the game due to their combined strengths and drastically different play styles giving them great mix-up potential and versatility.
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).
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Zelda and Sheik | Temple (Battlefield form) | Ocarina of Time Medley | A reference to Pyra and Mythra's ability to Swap being akin to Zelda and Sheik's ability to Transform in Melee and Brawl. |
2 | Samus and Dark Samus | Frigate Orpheon | Multiplayer - Metroid Prime 2: Echoes | |
3 | Pit and Dark Pit | Reset Bomb Forest | Dark Pit's Theme | |
4 | Ryu and Ken | Suzaku Castle (Ω Form) | M. Bison Stage Type A | Stamina battle. 150 HP. |
5 | Kirby and Meta Knight | The Great Cave Offensive (Battlefield Form) | The Great Cave Offensive | |
6 | Link (x2) | Fountain of Dreams (Ω Form) | 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. |
Bonus Stage | ||||
Final | Master Hand and Crazy Hand | Final Destination | You Will Recall Our Names |
Credits roll after completing Classic Mode. Completing it as Mythra has Xenoblade Chronicles 2 Medley accompany the credits.
Role 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 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 Palutena and the real 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.
Spirits
Mythra's fighter spirit can be obtained by completing Classic Mode; however, Mythra must be the one chosen as the front on the character selection screen to get her spirit. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Mythra (Fighter)".
Additionally, Mythra has a support spirit as part of Ultimate's base game.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
1,465 | Pneuma | Xenoblade Chronicles Series | •Pyra/Mythra / (130 HP) •Shulk (130 HP) |
13,400 | Cloud Sea of Alrest | •Metal Shift •Move Speed ↑ •Sudden Final Smash |
•The enemy will suddenly have a Final Smash after a little while •The enemy will occasionally turn metal when the enemy's at high damage •Stamina battle |
Counterattack |
Alternate costumes
Reveal trailer
Gallery
Artwork of Mythra and Pyra, as posted by the official Nintendo of America Twitter account.
With Pyra on Cloud Sea of Alrest.
Posing on Temple.
Using Lightning Buster on Dark Pit on Pirate Ship.
With Shulk and Rex on Palutena's Temple.
Trivia
- Mythra's internal codename is "elight". Like Hero's "brave" and Pyra's "eflame", it is a literal translation of 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".
- 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 "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, Samus and 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 transforming characters to be semi-clones of each other.
- Unlike Pokémon Trainer:
- Pyra and Mythra have their own separate announcer calls used on the character selection screen and their victory poses.
- Despite Rex being a non-playable entity present for both Pyra and Mythra similar to the actual Trainer, he only appears for taunts and Final Smashes, and is not used to represent the character slot as a whole. This may be because Rex partook in combat within his game of origin, but does not do so in Ultimate, while the player characters in mainline Pokémon games never fight directly.
- 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 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 Zelda and 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 battles as separate fighters, only appearing in the battle for their combined form Pneuma as a single transforming character.
- Pyra and Mythra have separate Final Smashes. The only other transforming characters that had this distinction were Samus and Zero Suit Samus in Brawl, although their Final Smashes were the direct cause of their transformation.
- Pyra and Mythra have their own separate announcer calls used on the character selection screen and their victory poses.
- Succeeding Min Min, Pyra and Mythra are the second and third characters that are both spirits 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.
- Additionally, all three of them debuted on the Nintendo Switch.
- Furthermore, both Mythra and Min Min's Spirit Battles utilize 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 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 Pokémon Trainer's Pokémon. The Mii Fighters could also follow this trend but can be separated.
- While most of Pyra and Mythra's specials are based directly off their Blade Specials as they appear in Xenoblade Chronicles 2, Chroma Dust is instead derived from one of Mythra's Blade Specials in the prequel expansion Torna ~ The Golden Country.
- Pyra and Mythra are the fourth and fifth characters to have a SSB4-styled poster to promote their inclusion as a playable fighter, following Inkling, Terry, and Min Min.
- Similarly to fellow newcomers Chrom and 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?" (やられた, I've been finished...)
- Mythra and Steve are currently the only DLC fighters in Ultimate whose down aerials are incapable of meteor smashing.
- Mythra is also one of the two only newcomers without a meteor smash that works on aerial opponents in Ultimate, the other being Daisy. Unlike Daisy, Mythra can freely swap to Pyra, whose down aerial is a conventional meteor smash. Joker usually lacks a meteor smash that works on airborne opponents unless he has Arsène active, in which case his down aerial becomes a conventional meteor smash.
- When KO'd by reaching 0 HP during her final stock in Stamina Mode, Mythra uses her heavy knockback scream rather than her standard KO scream. This trait is shared with Mario, Dr. Mario, and all vocal DLC fighters except for Joker and Banjo & Kazooie.
- Mythra's Foresight is the first counter-like mechanic that cannot be activated by a special move, instead being exclusively used via her dodges. Bat Within can also be activated via one, but can also be activated via Bayonetta's down special, Witch Time.
- 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.[1] This is shared with Terry and both male and female Byleth.
- Mythra is one of seven fighters who do not use their dashing animation on the World of Light map, the others being Meta Knight, Inkling, Hero, Banjo & Kazooie, Sephiroth, and Pyra.
References
Xenoblade Chronicles universe | |
---|---|
Fighters | Shulk (SSB4 · SSBU) · Pyra (SSBU) · Mythra (SSBU) |
Assist Trophy | Riki |
Stages | Gaur Plain · Cloud Sea of Alrest |
Other characters | Azurda · Dunban · Fiora · Metal Face · Nia · Rex |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |