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SSBU/Pyra & Mythra

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Overview
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.

[[File:Pyra_{{{2}}}_Stock.png|link=Pyra/{{{2}}}|x25px|alt=]] [[Pyra/{{{2}}}|{{{2}}}]] 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}}}]] 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.

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.
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 & Mythra
Weight:98
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:Up Special (13F)
Pyra & Mythra
Weight:92
Spotdodge:The duration and intangibility of this character's on-spot dodges.31F (2~6F foresight, 7~21F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2~5F foresight, 6~33F intangible (Neutral)
2~5F foresight, 6~24F intangible (Directional)
Fastest OOS:Up Smash (9F)

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To edit frame data, edit values in SSBU/Pyra & Mythra/Pyra Moveset and SSBU/Pyra & Mythra/Mythra Moveset.
[[File:SSBU_{{{2}}}_Stock.png|link=SSBU/{{{2}}}|x25px|alt=]] [[SSBU/{{{2}}}|{{{2}}}]]


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