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SSBU/Pyra & Mythra/Pythra ProsCons

From Dragdown
Summary
Pyra does things (Placeholder)
Pros Cons
  • Stance Change: Swap (Down Special) allows the Aegis player to control the speed and flow of the match at will.
  • Expressive Gameplay: The player can choose to play Pyra or Mythra in any situation, giving them many options in various game states.
  • Space Coverage: Pyra's sword is exceptionally large and disjointed, covering lots of space. In addition, Blazing End(Side Special) allows Pyra to challenge opponents that try to stay out of her sword range.
  • High KO Power: Lots of Pyra's Attacks deal a lot of damage and can KO quite easily.
  • Sluggish Mobility: Pyra's mobililty is quite sluggish, having the 6th slowest dashing speed and below average walk speed. Thus, she can struggle against characters who can keep out of her sword range and pressure her.
  • Flawed Recovery: Pyra's main recovery tool Prominence Revolt(Up Special) travels upwards in a very predictable manner, making it very easy to edgeguard. Combined with lackluster mobility, she will either have to space her recovery carefully or switch over to Mythra.
  • Terrible Out of Shield Game: Pyra's fastest out of shield option is her Grab, which comes out on Frame 11. Shielding attacks means that Pyra will be forced to reposition and continue being pressured or switch out to Mythra.
Summary
Mythra does things (Placeholder)
Pros Cons
  • Stance Change: Swap (Down Special) allows the Aegis player to control the speed and flow of the match at will.
  • Expressive Gameplay: The player can choose to play Pyra or Mythra in any situation, giving them many options in various game states.
  • Fast: Unlike Pyra, Mythra's movement is much faster, allowing her to manuever well around the stage. Combined with the disjoint her sword gives, she can cover space very quickly.
  • Foresight: Foresight allows Mythra to counter attacks by dodging. Foresight slows the opponent down on hit, and gives Mythra the opportunity to reverse the pressure.
  • Combo Starter: Many of Mythra's moves can combo into each other, allowing her to get many hits off on the opponent once hit.
  • Poor Damage Output: As a tradeoff to better frame data, Mythra's moves do less damage compared to Pyra. This means that although she can easily combo attacks into each other, they won't be racking up a lot of damage.
  • Can't KO: With less damage and knockback on her moves, Mythra will struggle to KO opponents. She must either rely on edgeguarding the opponent, or switch over to Pyra to secure stocks.
  • Flawed Recovery: Although Mythra does have better air mobility and more options to mix up her recovery than Pyra, they are flawed. Ray of Punishment (Up Special) and Photon Edge (Side Special) are both vulnerable to attacks from above, and her Double Jump is poor.
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