Mythra (SSBU): Difference between revisions

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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.
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 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.
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 own 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===
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