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|unique_mechanic1 = Mythra's spotdodge, rolls, and airdodges can trigger Foresight at the beginning of their duration; this slows down the opponent and gives Mythra time to punish them. During the Foresight window on Mythra's dodges, Mythra is still vulnerable to {{grab|grabs}}. This makes all her dodges, most notably spotdodge, worse for escaping grabs. Additionally, if Foresight triggers in the air, Mythra can no longer grab ledge. This may cause Mythra to fall too far to recover. Foresight begins on frame 2 of a dodge, and ends when the dodge's intangibility starts.
|airdodgeFrame = [[File:Pyra Stock.png|25px|middle|Pyra]] 3 <br>[[File:Mythra Stock.png|25px|top|Mythra]] 2 (Foresight), 6 ({{term|intangibile|Intangible}})▼
|jumpCount = [[File:Pyra & Mythra Stock.png|25px|middle|Pyra & Mythra]] 1▼
|weight = [[File:Pyra Stock.png|25px|middle|Pyra]] 98<br>[[File:Mythra Stock.png|25px|middle|Mythra]] 92
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[[File:Mythra Stock.png|25px|middle|Mythra]] 25F (2~6F foresight, 7~21F intangible)
|airDodge = [[File:Pyra Stock.png|25px|middle|Pyra]] 3~30F intangible (Neutral) <br> 3~21F intangible (Directional) <br>
[[File:Mythra Stock.png|25px|top|Mythra]] 2~5F foresight, 6~33F intangible (Neutral) <br> 2~5F foresight, 6~24F intangible (Directional)
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}}
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Revision as of 21:04, 17 August 2022
Pyra & Mythra | |
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Weight: | Pyra 98 Mythra 92 |
Spotdodge:The duration and intangibility of this character's on-spot dodges. | Pyra 20F (3~17F intangible) Mythra 25F (2~6F foresight, 7~21F intangible) |
Air Dodge:The intangibility of this character's air dodges, both neutral and directional. | Pyra 3~30F intangible (Neutral) 3~21F intangible (Directional) Mythra 2~5F foresight, 6~33F intangible (Neutral) 2~5F foresight, 6~24F intangible (Directional) |
Fastest OOS: | Pyra Up Special (13F) Mythra Up Smash (9F) |
[[File:Mythra_{{{2}}}_Stock.png|link=Mythra/{{{2}}}|x25px|alt=]] [[Mythra/{{{2}}}|{{{2}}}]] relies on fast speed and large burst range to whiff punishPunishing a missed attack opponents in neutral. Her most notable burst optionA fast, unreactable attack often with good distance are Dash Attack and Dash Grab, but both are risky on successful block or whiff. Because of this, Mythra often waits till an opponent commits to an option to use these tools. To force an opponent to commit, she uses movement to threaten her burst options, combined with safe pokeA low-risk attack such as DTilt or FTilt. While she has good moves, they aren't unpunishable and so shouldn't be overused. In advantage, Mythra relies on fast moves and high gravityDownwards acceleration when falling to oppress an opponent and No results options, in exchange for somewhat low damage per hit.
Overall, Aegis is a character built around playing defensively and oppressing their opponent when holding the advantage.
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Pros | Cons |
Stance Change: Swap (Down Special) allows the Aegis player to control the speed and flow of the match at will. |
Requires Precision: On top of general spacing, Mythra’s amazing speed can take a while to master. Both Pyra and Mythra also have very few active frames on a good number of their key moves, so precision in positioning yourself and attacking on just the right frame combined can be difficult compared to other characters. |
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To edit frame data, edit values in SSBU/Pyra & Mythra/Pyra Moveset and SSBU/Pyra & Mythra/Mythra Moveset. |