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SSBU/Pyra & Mythra

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Revision as of 18:39, 28 July 2022 by Scatteraxis (talk | contribs)



Pyra & Mythra
Weight:Pyra 98
Mythra 92
Overview
[[File:Pyra & Mythra_{{{2}}}_Stock.png|link=Pyra & Mythra/{{{2}}}|x25px|alt=]] [[Pyra & Mythra/{{{2}}}|{{{2}}}]] (Aegis, Pythra) are a duo of characters with opposing strengths built to complement each other. With Mythra's speed and Pyra's strength, they are well equipped for almost every situation.
Summary

Pyra & Mythra [[File:Pyra_{{{2}}}_Stock.png|link=Pyra/{{{2}}}|x25px|alt=]] [[Pyra/{{{2}}}|{{{2}}}]]
Pyra relies on keeping her opponent at her sword's length, and not letting them get any closer. She accomplishes this primarily by wallingZoning an opponent at a midrange via physical hitboxes with aerials and tilts; and No results using Blazing End to beat out projectiles or a walling opponent. Pyra has high damage per hit and good kill power, but is limited heavily in her speed. This makes Pyra more comfortable forcing an opponent to come to her than approaching an opponent.
[[File:Mythra_{{{2}}}_Stock.png|link=Mythra/{{{2}}}|x25px|alt=]] [[Mythra/{{{2}}}|{{{2}}}]]
Mythra 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.
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 with a sword: Mythra has among the best mobility in the game while also having a disjoint, and Pyra has an exceptionally large and strong disjoint.

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.

Weak recovery: While with proper mix-ups and spacing their recovery is serviceable, but still below average and easy to edgeguard. Learning to make the most of their recovery is a must.
Mythra - Foresight
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 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.


Pyra Moveset Pyra

Mythra Moveset Mythra

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