How To Start As Mythra
This is a guide to using Pyra/Mythra in Super Smash Bros. Ultimate. Pyra and Mythra bread and butter combos, how to unlock, frame information and moveset, alt costumes, every bit well as Pyra/Mythra matchups, counters, and tier list placement can all be found here.
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| Game Series | Xenoblade Chronicles |
|---|---|
| Smash Bros. Debut | DLC2 |
| Fighter Number | 79 / 80 |
| Unlock Club | Fighter Laissez passer Vol. 2 |
| Number of Jumps | 2 |
| Weight | Pyra: 98 Units (33/87) Mythra: 92 Units (53/87) |
| Dash Speed | Pyra: 1.38 (84/87) Mythra: 2.41 (v/87) |
| Air Speed | Pyra: 1.i (37/87) Mythra: ane.22 (11/87) |
| Fast Fall Speed | Pyra: 2.592 (41/87) Mythra: 2.992 (7/87) |
| Special Attributes | None |
We currently accept ranked Pyra/Mythra in the A+ Tier (Nearly Top Tier), although this rating may get upwards or down as this graphic symbol's meta develops, and depending on the kind of results we see with them in tournaments.
In a very like way to Pokemon Trainer, Pyra and Mythra can switch between each other via their downwardly special, which allows them to play to each other's strengths and weaknesses. The bandy mechanic itself is very quick, and can even be used every bit a combo breaker, although Mythra's Foresight is also a powerful counter that tin work in similar situations (activated via an air dodge, roll, or spot contrivance). Mythra's excellent speed, range, and frame data allow her to make it on an opponent at low percents and state several combos to rack up impairment, and then switch to Pyra to terminate out their stock.
Their main weaknesses are supplemented by the other. Mythra has few kill moves that are easy to state without employ of Foresight. Pyra, on the other mitt, is extremely dull, and will have a hard time approaching quick characters. Additionally, neither of them has a very infrequent recovery, and so they are at a huge risk once they get too far off stage.
See Our Tier Listing Hither!
| Strengths | ・Extremely powerful attacks with heavy knockback ・Neat range ・Projectile that is expert for ledgetrapping |
|---|---|
| Weaknesses | ・Very poor mobility ・Poor horizontal recovery |
| Strengths | ・Extremely good mobility ・Access to a plethora of combos ・Foresight makes it like shooting fish in a barrel to counter and punish opponents' attacks ・Excellent frame data |
|---|---|
| Weaknesses | ・Struggles to KO ・Horizontal recovery is somewhat hard to use, while vertical recovery is a bit lackluster |
| Philharmonic Tree |
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| Down Throw┳Forward Air ┣Upward Special ┗Up Air |
| Down Tilt┳Forward Air ┣Up Special ┣Upwards Air ┗Upward Tilt |
| Up Air┳Back Air ┗Neutral Air |
| Combo Tree |
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| Downwards Throw┳Forwards Air ┣Neutral Air ┣Upwardly Special ┗Upwardly Air |
| Back Air┳Back Air➖Up B (Tight Window) ┣Neutral Air ┗Upward Air |
| Down Air┳Forrad Tilt ┣Frontwards Smash ┗Dash Attack |
| Neutral Air┳Forward Boom ┗Forrard Tilt |
| Down Tilt┳Neutral Air ┣Up Tilt┳Up Tilt | ┣Upward Special | ┗Up Air ┣Up Smash ┗Forrard Smash |
Currently under construction! We are still testing the grapheme in various matchups to figure out how they do, so please requite us some time! If you have any thoughts virtually Pyra/Mythra's matchup spread, please let united states of america know in the comments!
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Characters with poor range, equally well every bit poor frame data will accept a difficult time against Pyra/Mythra, since their swords permit them to out-space their opponent, while Mythra has frame data that many characters will have a difficult time contesting with.
Characters who have frame data to contest with Mythra, as well every bit characters who are good at edgeguarding, volition mostly exist difficult for Pyra/Mythra. Since Pikachu generally does well confronting sword characters, we wait that this volition exist a difficult matchup for the duo. They are somewhat lightweight also (particularly Mythra), and so fast characters with loftier KO power (such every bit Joker with Arsene) volition also pose a difficult matchup for Pyra/Mythra.
Similar to Pokemon Trainer, Pyra has the power to switch between her and Mythra, similar to Pokemon Trainer. This tin be executed via her Down B special, similar to how Zelda and Shiek worked in Super Nail Bros. Melee. Additionally, yous tin can choose between starting with Pyra or Mythra from the character select screen by pressing the Y push while hovering over the character.
Pyra has slower motion and air speed, besides as generally slower frame data, simply on the plus side, her attacks are much more than powerful than Mythra'due south, despite having many similar moves.
Pyra's sword attacks can deal burn down harm. Her forward blast is a very powerful blast attack, which has the potential to KO extremely early, particularly if fully charged. I good read could earn you a stock with this move.
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Pyra has both a 3 hit jab combo ending in an upwardly swing, as well as a rapid jab. The rapid jab variation has a fire issue.
Pyra's nuance attack is somewhat slow on startup, merely it is very powerful, and can exist used as a KO option.
Pyra's forrad tilt has excellent range, and volition likely exist a powerful attack for spacing.
Pyra's up tilt is an upward attack that has a wide range, and will exist used equally an anti-aerial.
Pyra'south down tilt is cracking for edifice upward damage. It looks to have longer cease lag than Mythra's down tilt, so it is currently unknown if it will combo into annihilation.
As mentioned above, Pyra's forward smash is extremely powerful, fifty-fifty when uncharged. When fully charged, it tin KO opponents at very depression percents, but it has considerable end lag, so y'all will exist punished for whiffing information technology.
Pyra's upwardly smash hits the area directly above her head, spinning her sword around in a circle and striking once. While upward tilt has better range, this motion can nevertheless hard punish characters to a higher place and directly in front end of Pyra.
Downwards boom appears to be Pyra'south quickest smash attack. Information technology spins around in a circle on both sides of her.
Prya's neutral air is similar to that of Shulk or Ike's, swinging the sword in a circumvolve to cover a wide range. Unlike Mythra, Pyra's nair is a single hitting motion, and may be a skillful edgeguarding tool, likewise equally spacing tool.
Pyra'due south forwards air is pretty standard for a sword character, and volition likely function similar to that of Lucina'southward, making it a great edgeguarding tool, although information technology comes out significantly slower than Mythra's.
Pyra's back air is a move where she spins her sword in an arc and swipes behind her.
While much slower than Mythra's upward air, Pyra's up air even so covers a great range, and will likely be a powerful tool for juggling or KOing off of the top.
Pyra'southward downwardly air is a move that swipes below her and has great range. It has a meteor smash outcome on it, making it a not bad way to land early KOs, but as Pyra's recovery is a scrap limited, information technology is somewhat risky to use offstage.
Flame Nova allows Pyra to spin effectually, releasing a powerful flame striking on both sides of herself. The move can be charged by holding the special button, and volition deal extra harm and knockback upon release.
Unlike some chargeable attacks, it cannot be charged and stored for later on, simply information technology tin can be charged from the air. Information technology is a bit tedious on startup, but it is powerful enough to KO opponents at higher percents. Information technology is too possible to alter Pyra'south direction slightly left or right during the attack.
Pyra'due south side special allows her to throw her sword frontwards before information technology returns to her, like a boomerang. While she tin can motion and leap as normal after throwing it, she will be unable to do annihilation that uses her sword, which extends to both attacks and her recovery. Since it is a projectile, it tin can also be reflected.
Pyra'south up special is a motion where she launches into the air, then comes down with a powerful hit. The angle she moves is somewhat similar to Incineroar'due south upwardly special. It appears to come out rather quick, so information technology will likely be a keen out of shield option, and information technology can even KO at higher percents. The control stick tin can also be ued to slightly alter its direction travelled.
Equally mentioned above, Pyra can employ downwardly B to change to Mythra. During the change animation, the character gains brief intangibility, and then it can be a good combo billow, similar to Pokemon Trainer's Down B.
Pyra'southward forward throw is a standard throw that sends the opponent forrad. It doesn't looks like it volition combo or KO, so it will mostly be used to put an opponent off stage.
Pyra'southward back throw is a standard throw that kicks the opponent behind her. Information technology besides doesn't looks like it will combo or KO, then it will more often than not exist used to put an opponent off stage.
Pyra'due south up throw sends the opponent directly higher up her. While it doesn't combo into anything, it can be used to put characters with poor disadvantage into the air to follow up with an up air.
Pyra's down throw hits her sword into the opponent before sending them up. Information technology does good harm, and can lead into a number of follow-ups, and so it is her go-to throw at low to mid percents.
Pyra's Final Smash is the Called-for Sword, a powerful explosive strike from her sword.
Similar to Pokemon Trainer, Mythra has the power to switch between her and Pyra, like to Pokemon Trainer. This can be executed via her Downwardly B special, similar to how Zelda and Shiek worked in Super Blast Bros. Melee.
While her attacks are generally weaker than Pyra's, Mythra has amend speed all around, including her movement speed, air speed, as well every bit frame data. She will be very useful for racking up damage, while Pyra tin can be used to finish opponents off early. Additionally, you lot tin can cull betwixt starting with Pyra or Mythra from the graphic symbol select screen past pressing the Y push while hovering over the character.
Mythra has a unique ability called Foresight, that allows her to avoid an set on and potentially follow up with a counter set on later on by using a ringlet or spot dodge. This unique ability is somewhat similar to Bayonetta's Bat Within ability, equally information technology will reduce the amount of damage taken and boring the opponent slightly.
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Mythra has both a 3 striking jab combo ending in an upward swing, every bit well as a rapid jab. The rapid jab variation has a low-cal event.
Mythra's dash assail is a quick movement with good range, which will more often than not be used equally a quick burst option or whiff punish.
Mythra's forward tilt comes out quick, making it an first-class tool for spacing opponents trying to shut in the gap.
Mythra'southward up tilt likewise has impressive range, so it will exist great for denying an opponent'south aerial arroyo, cheers to its large disjoint.
Mythra'southward down tilt is a sweeping attack, which can ship an opponent upward and lead into a diverseness of combos, based on percent. This move appears to philharmonic into boom attacks, aerials, and even specials, and so it will exist 1 of her best neutral tools.
Mythra'due south forward blast has great range, and is much quicker than Pyra's in terms of startup and endlag. It will probable be a strong function of her punish game, similar to Lucina.
Mythra's up nail hits the area directly higher up her head, spinning her sword around in a circle, and acts as a multi-hit. While upwards tilt has better range, this motion tin can notwithstanding hard punish characters higher up and directly in front of Mythra.
Down nail appears to be Mythra'south quickest smash assault. It spins effectually in a circle on both sides of her, and looks to take petty endlag.
Mythra's neutral air is an set on where she swings her sword in a 360 degree angle, like to Pit or Palutena. As a multi-hit move, it tin lead into other combos.
Mythra's forrad air is pretty standard for a sword character, and will likely function similar to that of Lucina's, making information technology a nifty edgeguarding tool.
Mythra's back air covers a very broad range, swinging her sword in an arc from the front of her torso to the back.
Mythra'southward upwardly air has her swing her sword above her caput. Information technology has good range, and will likely exist a slap-up juggling and combo tool.
Mythra's down air hits below her in an arc, similar to other swordies like Lucina. Unlike Pyra, this motion does not meteor smash, though it withal may exist a adept motion for hitting opponents below the phase at higher percents.
Mythra's neutral special appears to be this assail where she charges upward her sword and unleashes several slashes at the opponent. By holding the special button longer, the move will deal more hits, and have extra range. At total charge, information technology is a very powerful move with swell range, though the accuse fourth dimension will make it hard to properly make apply of.
Additionally, information technology grants her temporary intangibility right when the attack is released.
Mythra's side special allows her to warp forward while slashing multiple times. It covers bang-up altitude, and can be used to approach opponents, though it has considerable endlag. Additionally, information technology works pretty well as a horizontal recovery pick.
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Mythra has two up specials: Ray of Punishment and Chroma Dust. Both function similarly, slashing and jumping upwardly, following up with a projectile shot.
Ray of Penalty is her normal up special, and so information technology is used just by pressing upwards and the special button (B). She volition slash upwardly, before firing an arrow of lite downward at the opponent. The single arrow travels at a further distance than those of Chroma Grit, making it expert for hitting opponents offstage.
Chroma Dust can exist used by continuously belongings the special push button (or repeatedly pressing it) after pressing upwardly and special. Information technology will burn out 5 arrows, covering more range than Ray of Penalisation. While the arrow doesn't travel as far as Ray of Punishment's does, it covers a wider range, and is easier to hitting opponents on stage with.
As mentioned in a higher place, Mythra tin can use downwards B to change to Pyra. During the change animation, the character gains brief intangibility, so it can be a skillful combo breaker, similar to Pokemon Trainer'south Down B.
Mythra'south forward throw is a standard throw that sends the opponent frontwards. It doesn't looks like it volition combo or KO, then it will mostly be used to put an opponent off stage.
Mythra's back throw is a standard throw that kicks the opponent behind her. It also doesn't looks like it will combo or KO, and then information technology will mostly be used to put an opponent off phase.
Mythra'southward upward throw sends the opponent directly above her. While it doesn't combo into anything, information technology can be used to put characters with poor disadvantage into the air to follow up with an up air.
Mythra's down throw hits her sword into the opponent earlier sending them up. It does good damage, and can lead into a number of follow-ups, so it is her go-to throw at low to mid percents.
Mythra's Concluding Smash is the Sacred Arrow, where Rex will swipe at an enemy, and and then several shots are fired from higher up, resulting in a powerful finishing hit.
| Change | |
|---|---|
| Basic Movements | Adjusted the length of some of the animations when knocked downwardly on the ground to lucifer other fighters. |
| Side Special | Increased vulnerability. |
| Modify | |
|---|---|
| Basic Movements | Adjusted the length of some of the animations when knocked down on the ground to match other fighters. |
| Side Smash Attack | Shortened launch distance. |
| Alter | |
|---|---|
| Neutral Attack two | Extended the amount of time opponents will exist in the harm animation when hit with the tip of the attack. |
| Side Smash Assail | Reduced the detection for pushing opponents while charging. |
| Modify | |
|---|---|
| Moving Air Dodge | Shortened invincibility time. |
| Neutral Assault 2 | Extended the amount of time opponents will be in the damage blitheness when hit with the tip of the assail. |
| Side Smash Attack | Reduced the detection for pushing opponents while charging. |
| Neutral Special | The launch distance of the last hitting now changes depending on the opponent'due south weight. |
Pyra and Mythra are included with the Fighter'southward Pass Vol. two, which tin can be purchased from the Nintendo eShop for $29.99 USD ($37.79 CD). The Fighter'south Pass Vol. 2 includes a full of six additional DLC characters (including Pyra and Mythra), so be certain and purchase it if yous want to have all characters.
If you merely want Pyra and Mythra, you tin purchase them individually past getting the Challenger Pack ix. It will cost $v.99 USD ($7.55 CA). It volition be available from March fourth.
If you purchase Pyra and Mythra via the Fighter's Laissez passer or Challenger Pack, you volition as well gain admission to a new phase: Cloud Bounding main of Alrest, as well every bit music from Xenoblade Chronicles 2.
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Pyra and Mythra are characters from the game Xenoblade Chronicles two on the Nintendo Switch. Pyra is an marry of Rex, the primary protagonist of said game, making Pyra i of the main protagonists as well. Pyra is actually another form of Mythra, a powerful Legendary Blade from that game. If you are interested in learning more nearly these characters, definitely check out Xenoblade 2!
In the in-depth expect at the character from Mr. Sakurai on March 4th (6:00 a.m. PT / 9:00 a.yard. ET), it was revealed that Pyra and Mythra would be released afterward that day. They take since already been added in, forth with the new stage and songs.
| Character Stats | |
|---|---|
| Weights of All Characters | Run Speeds of All Characters |
| Air Speeds of All Characters | Fast Autumn Speeds of All Characters |
How To Start As Mythra,
Source: https://game8.co/games/SSBU/archives/318548
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