Super Smash Bros. Ultimate Pyra and Mythra Character Breakdown

Pyra and Mythra recently came out as a tag team for Super Smash Bros. Ultimate’s Fighters Pass 2. The community has received the duo warmly, as they both appear to be strong apart and together. Pyra specializes in damage and range, while Mythra specializes in speed — and also range, thanks to being a sword-user with giant special moves. Even though Mythra seems more conventionally good when considering Smash Ultimate’s usual meta, Pyra can still switch in quickly to deliver the coup de grace.

Being the first tag team fighter introduced since Super Smash Bros. Brawl, Pyra and Mythra are fairly complicated. Even though they have the most similar movesets between the three previous tag team characters (Zelda and Sheik, Samus and Zero Suit Samus, and Pokemon Trainer’s three Pokemon), they still play differently enough that they can’t be approached the same way. While specializing in one can bring a fair amount of success, players who master switching between both characters will truly go on to dominate the competition. Being some of Super Smash Bros. Ultimate’s more technical fighters, Pyra and Mythra deserve some close analysis.

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Pyra and Mythra are a sword-fighting tag team that can handle opponents at mid and close range. Their normal movesets come off like re-balanced Echo Fighter versions of one another: Where Pyra swings once for a lot of damage, knockback, and a bit of extra range, Mythra can swing several times per input, and has an easier time moving around to keep combos and pressure going on for longer. It does bear mentioning that Pyra is far from the slowest member of the cast, and her damage makes her single hits more than worth using.

Pyra and Mythra should be swapped deliberately when in certain situations, ranges, and matchups. Mythra can tango more effectively against high tier characters, which tend to be faster and have more zoning capabilities. She can’t get past those for free, but her special dodge can make approaching far easier than most have it. Pyra has an easier time hitting opponents around and away from her, and can guard ledges fairly well with her placed projectile.

Mythra’s projectiles are also good for opponents recovering low, but must be aimed carefully. Pyra is better at vertical recovery, while Mythra is better at horizontal recovery — though Pyra’s projectile can open up more options for her if she’s recovering high.

Both fighters can switch to each other with their down special, which does have invulnerability frames, but not right away like Pokemon Trainer’s switch. Their grabs are comparable, with each fighter’s traits applied to them, and their Final Smashes are both single hits with Rex that lead  larger attacks that can hit other fighters outside of the initial swing.

However, the duo’s most notable and outstanding feature is Mythra’s special dodge, Foresight. Similar to Bayonetta’s Bat Within, if Mythra dodges a few frames before she would have been hit by a move, she takes half damage and no knockback, and the opponent freezes for a moment. This presents a chance for a free combo or even a KO, and allows her to escape slightly untrue combos or juggles. Foresight is potentially toeing the line of being too powerful, and could see a nerf in the future.

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Pyra is the heavy hitter of the pair. Her swings are bigger, and her damage potential is occasionally obscene. Even her jab combo can potentially deal 20 percent from a stray hit. This beastly damage and respectable range is balanced out by less speed, but not quite to the extent of some of the heavyweights. Mythra’s neutral special, Flame Nova, is her first truly unique tool compared to Mythra; offering her a charged attack that hits around her. This attack can be used for offense/defense, and is particularly effective against multiple opponents. It also has the trait of being able to move slightly while active, enabling Pyra to be safe on block even if her attack is shielded.

Next is her up special, Prominence Revolt, which causes Pyra to swoop upward with her sword and come back down to create a fiery pillar. The move is, once again, quite damaging if a foe is caught up in any part of it, and it is a decent vertical recovery tool as well.

Her side special, Blazing End, is particularly interesting as well. It is a projectile that Pyra can extend the distance of with a smash input. Pyra can move freely while her sword is spinning, but cannot attack. Once it comes back to her, she will be vulnerable for a moment, so this attack must be placed carefully. Still, it is a powerful space control tool that can restrict an opponent’s movement, something Pyra desires so she can keep them playing predictably. Pyra will have some trouble against the faster high-tiers of the cast, but luckily, help is always a down special away.

Mythra is generally the better option for gaining ground during fights. Her speed and air maneuverability lets her sail through situations where Pyra would be hit. Mythra isn’t devoid of kill power, either. Her strongest attack is the charged version of her neutral special, Lightning Buster, which can deal 30 percent and kill some fighters at 50 percent if every charged hit connects. The first swing hits behind her and drags opponents in front, the charging sword above her head has a weak hitbox, and Mythra is invulnerable for a few frames after releasing the attack, making it very versatile. This mixture of speed and potential damage makes Mythra easy to play for beginners.

Mythra’s side special, Photon Edge, is another special attack that sends Mythra slashing forward several times. It’s powerful, and a decent horizontal movement tool offstage, but can go off ledges if performed too close to them, and can also be stopped with a projectile or avoided with shield. While the attack is fun to use, and great for free-for-alls (a game type that must be accommodated in Smash), it’s a high-recovery move that must be done carefully in a duel.

Mythra’s up special is a jump slash followed by Ray of Punishment or Chroma Dust, her projectiles. Which one she gets depends on how long the button is held, and they take the forms of a single high damage shot and a weaker spread shot. These have different applications, with the Ray being more powerful and capable of killing opponents below ledge, and Chroma Dust being good for some quick damage and a distraction.

Overall, Pyra and Mythra have a lot of powerful tools, and they could be strong enough to break into most tier lists’ top tier. There won’t be a lot of tech going around until offline tournaments can start again due to Smash’s poor online changing character meta, but analyzing what they have in a vacuum makes them look strong. Hopefully, they are as fun and satisfying to play as they look, and the remaining two Fighters Pass 2 characters can follow suit.

Super Smash Bros. Ultimate is available now for the Nintendo Switch.

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