Mythra (SSBU)
| Mythra in Super Smash Bros. Ultimate | |
|---|---|
| Universe | Xenoblade Chronicles |
| Shares character slot with | Pyra |
| Availability | Downloadable |
| Final Smash | Sacred Arrow |
| Tier | S- (9) |
| “ | Mythra Awakens! | ” |
| —Introduction tagline | ||
Mythra (ヒカリ, Hikari) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character alongside Pyra during the February 17th, 2021 Nintendo Direct, and both of them were released as part of Challenger Pack 9 on March 4th, 2021 in Fighters Pass Vol. 2. She can transform into Pyra using her down special move, Swap to Pyra. While her moveset is similar to Pyra's (aside from three of her special moves and Final Smash), she is not classified as an Echo Fighter, and is instead a semi-clone of Pyra. As such, Mythra is classified as Fighter #80.
Although Pyra is the selectable character by default across all palettes, the player can choose to start as Mythra by clicking on her in their fighter portrait or pressing
or at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing Pokémon Trainer.
Skye Bennett and Shino Shimoji, who voiced Mythra (and Pyra) in the English and Japanese versions of Xenoblade Chronicles 2 respectively, reprise their roles in the international and Japanese versions of Ultimate with new voice clips, the former of whom initially confirmed her reprisal via Twitter.
Mythra and Pyra are collectively ranked 9th out of 82 on the current tier list, placing them close to the top of S tier. Mythra offers faster frame data and a larger combo game of the two, making her more suited for racking up damage. She also possesses the fighter ability, Foresight, which allows her to gain the frame advantage when dodging as her opponent attacks her at the cost of taking a little damage, akin to Bayonetta's Bat Within. However, she does have some weaknesses. She has very low KO power, but she can swap to Pyra to cover that weakness. She's also a middleweight fast-faller, which not only makes her susceptible to combos but also early kill setups. Finally, her recovery is linear and very predictable as neither Photon Edge nor Ray of Punishment / Chroma Dust travels very far, and she cannot use both in the air, which makes her offstage game risky and unsafe.
Overall, Mythra is a fighter who utilizes her fast frame data, above-average range, and Foresight to rush opponents down and rack up a great deal of damage, while switching to Pyra to get a KO. Ever since their release, the Aegis have been one of the most popular characters in competitive play, being used as a main by many high-level names such as Shuton and Cosmos, while also utilized as a secondary by players like MkLeo and Sparg0, among many more.
Attributes[edit]
Mythra is the faster component of the Aegis, possessing vastly superior mobility and frame data to her counterpart (mainly with regard to ending lag), but weaker attacks and a shorter overall range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the Ice Climbers, Lucario, Wolf, Villager, and Steve. Mythra boasts the 11th fastest air speed, 8th fastest walking speed, 7th fastest falling speed, 7th highest gravity value, 5th fastest dashing speed, and the fastest initial dash in the game, as well as decent traction. However, Mythra's jump height is below-average, while her short hop, double jump, and air acceleration values are merely average. Overall, these traits make her a character similar to the likes of Captain Falcon, Sheik, Chrom or Little Mac; she is a very fast and generally offense-oriented character who excels at whiff punishing, tech-chasing, comboing, juggling and maintaining stage control in the neutral game, and has access to useful burst options as well.
One of Mythra's greatest strengths is the speed and utility of her grounded moveset. Neutral attack is Mythra's fastest move, coming out on frame 2; this makes it useful for intercepting opposing attacks or sometimes even approaching, the latter thanks to her incredibly fast ground speed. As a swordswoman who fights with her respective Aegis Sword, almost all of Mythra's standard attacks (barring the first hit of neutral attack) are also disjointed as well, aiding her in directly challenging incoming attacks.
Mythra's three tilt attacks are very quick moves, with each possessing the ability to start or extend combos. Down tilt has fast startup and very low ending lag, as well as fairly low knockback even at very high percents, allowing it to combo into most of her standard moveset; up tilt can combo into itself and/or most of her aerials; and even forward tilt can combo at low to mid percents. The speed of Mythra's tilts can make them difficult to react to, and good spacing can sometimes also make them difficult to punish as well. Her dash attack is fast by swordfighter standards, coming out on frame 9, and it also provides her with solid forward momentum that makes it fairly useful as a burst option. Finally, her smash attacks are decently fast KOing options with solid ranges: forward smash comes out on frame 14 and is her strongest smash attack with the most range, but has the slowest startup of her smashes; up smash comes out on frame 9 and has a lingering hitbox, making it a decent out of shield option from the front; and down smash is her fastest smash attack, coming out on frame 8, and hits twice simultaneously on both sides. However, Mythra's smash attacks are fairly weak; they only KO at moderately high percents, even when fully charged.
Mythra's aerial attacks are quite effective. Her up, back, and down aerials can all autocancel in a short hop, and except for down aerial, all of her aerials come out on frame 10 or sooner. Neutral aerial hits three times and provides good coverage all around her; similarly to Byleth's, it also possesses a landing hitbox, which can be used to start combos. Her forward and back aerials are good combo finishers (with back aerial more importantly also being useful for starting or extending combos), covering a decent area in front and/or behind her. Up aerial is a good juggle move, and has an extremely generous autocancel window, even more so than all her other aerials. Finally, down aerial completely lacks the meteor smashing capability of Pyra's equivalent move, but it is Mythra's most damaging aerial attack if hit with the clean hit of the move, and possesses the most KO power of her aerials as well.
Mythra additionally possesses fairly versatile special moves. Lightning Buster is a chargeable move that comes out on frame 9 when uncharged; charging it increases the move's power, and the move even possesses a hitbox on Mythra's sword while charging (nicknamed the "bustersaw" hitbox); it can KO most opponents near the edge at around 100% with a mild charge, and it can even be used off-stage as a mixup to cover airdodges. Lightning Buster can even be reversed after charging, similarly to Mii Swordfighter's Blurring Blade and Sephiroth's Shadow Flare, which can potentially be used for mindgames. Photon Edge is a useful burst option that can hit up to six times and has decent damage output as well; it can be difficult to challenge thanks to the move's hitboxes being placed on the multiple visible Mythra duplicates, none of which have a hurtbox, and it can also be used as a horizontal recovery option as well. Ray of Punishment starts on frame 10, making it a decent out of shield option when combined with the initial slash's hitbox, and the initial slash in particular combos into the resulting projectile fairly well thanks to its unusually high hitstun; holding the special button or pressing it more than once turns the move into Chroma Dust instead, with the singular downward projectile instead replaced with multiple smaller projectiles. Ray of Punishment, in particular, is also an excellent combo finisher as well. As a recovery move, Ray of Punishment/Chroma Dust is capable of sweetspotting ledges while rising, and if Mythra goes past a ledge, the projectile(s) can somewhat cover her ledge grab. Lastly, her down special, Swap, swaps her out with Pyra while granting some intangibility during the switch, allowing the player to switch playstyles on the fly.
Mythra's grab game is not nearly as overwhelming as the rest of her moveset, but it is not without its uses. Her standing grab has an average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her dash and pivot grabs also have similarly slightly disjointed grabboxes as well, with the former in particular additionally having decent forward momentum that can be enhanced with a boost grab. Her pummel has average speed but an above-average damage output, making it a decent one overall. Down throw is her most damaging throw, and it is also her main combo throw, leading into any aerial (except for down aerial) as well as Ray of Punishment at low to medium percentages. Forward throw can confirm into a dash attack at low percentages against many characters, and can also set up tech-chases and edgeguards quite effectively. Back throw can combo into dash attack against certain fast-fallers, and it can be used for positioning or setting up edgeguards as well, but is less useful than down and forward throws. Finally, her up throw can combo into Ray of Punishment at very low percentages, but is otherwise not very useful; however, it is difficult to react to and can potentially set up juggles.
In addition to her moveset, Mythra also possesses a special mechanic called Foresight, which functions similarly to Bayonetta's Bat Within. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes roughly 50% of that move's damage and no knockback, while the opponent suffers additional lag and is put in a slowdown state, similar to Witch Time, allowing Mythra a free combo, neutral win, or even a KO. This helps her disadvantaged state, as Foresight allows her to escape slightly untrue combos or juggles.
Despite her immense agility, Mythra is balanced by a severe lack of KO options (although swapping to Pyra remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably KOs at the ledge at 150%; however, Mythra still can combo several of her weaker attacks into those moves (such as comboing down tilt into Lightning Buster via the "bustersaw" charging hitbox) for potential KO confirms, which may alleviate this weakness. Additionally, Mythra's raw damage output is also very poor, a weakness shared with Sheik and default Joker. This also ties into yet another weakness that Mythra has; outside of her aerials, forward and down tilts, and sufficiently charged Lightning Buster, none of Mythra's moves are safer than -11 on shield, which can make her vulnerable to shield grabs and aggressive out of shield options if her attacks are not properly spaced. Also, her range is only average for a swordfighter, and she lacks a projectile outside of her up special, meaning she can sometimes struggle against certain zoners, although her excellent mobility compensates for that. Mythra's grab game is also not without its flaws, either; starting at higher percents, her throw combos stop being true, limiting the utility of her forward and down throws (especially the latter). None of her throws KO reliably either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.
Her aerials also have weaknesses as well. Despite being decently fast for a swordfighter overall, her aerial frame data is only average for a fighter, with her quickest aerials, neutral and forward aerial, coming out on frame 8, making them unsuitable for breaking out of combos. Compared to most other fighters who share a similar archetype, none of her aerials possess decent KO power, with similar fighters having at least one with notable KO potential. Examples include Sonic's back aerial, Greninja's forward aerial, Fox's back aerial, Zero Suit Samus's back aerial, Captain Falcon's back aerial and Knee Smash, Chrom's back aerial, and Sheik's up aerial. Her back aerial, coming out on frame 10, has below-average startup for a combo tool. Her down aerial is inarguably her least useful aerial. Due to coming out on frame 13, down aerial is among the slowest non-stall-then-fall down aerials in the game to lack a meteor smash, and it launches opponents too far to have any meaningful utility after landing, all while still having very poor KO potential.
Her special moves, while decent, have weaknesses to balance them out. While Lightning Buster is a potential KO option, it only covers one side of Mythra (except for the very first hit, which hits both behind and in front of her), leaving her open if misused. Photon Edge is very unsafe on shield and renders Mythra helpless if used in the air. It also does not sweetspot the ledge until after the move ends. Additionally, Photon Edge has transcendent priority, meaning that it is easily intercepted by most projectiles; and while the hitboxes have impressive horizontal disjoint, they are not very vertically disjointed from Mythra's main hurtbox, which is static and does not match up with the Mythra duplicates visible during the move, meaning that if she recovers using the move, she is highly vulnerable to meteor smashes from directly above (especially if she recovers low with the move). Ray of Punishment also covers decent vertical distance but little horizontal distance by itself, although Mythra does have decent horizontal drift afterward.
Foresight is also a double-edged sword for Mythra. While it allows Mythra to punish blockable attacks, it also gives Mythra the slowest dodges in the game, with intangibility for her forward roll, spot dodge, and back roll starting on frame 7 for the former two dodges and frame 8 for the latter; this makes her vulnerable to grabs and other unblockable attacks. Mythra's directional air dodge distance is counterbalanced by the Foresight mechanic itself. If Foresight is activated during her air dodges, she will travel downward instead of remaining in place, which may lead to self-destructs. Additionally, if it is activated during her directional air dodge, she will travel a shorter distance than usual and will still suffer the entire ending lag of the dodge. Unlike with regular directional air dodges, Mythra in this particular state is not even able to grab ledges, due to the ending lag being considered part of the Foresight animation, along with said animation being impossible to interrupt in any way until it is completed.
Perhaps Mythra's single biggest weakness, however, is her very exploitable recovery. Although she has very good air speed and her directional air dodge covers more distance than most others in the game (barring those of Ness and Lucas), she is burdened by a poor double jump, an incredibly fast falling speed, and as mentioned before, Ray of Punishment is an almost strictly vertical jump, while Photon Edge leaves Mythra helpless and does not snap to ledges until the very end. In addition, neither move offers Mythra any protection from above (except for the initial slash of the former move), leaving her very susceptible to footstools. Additionally, her directional air dodge is risky to use for recovery due to the Foresight mechanic, as mentioned above. If Mythra uses Ray of Punishment on an off-stage opponent while she is recovering, they can wall jump tech after getting hit by the projectile and punish her, similarly to the Tech Check technique. Mythra is also susceptible to semi-spikes, as getting hit by a sufficiently strong one means that she will likely be unable to recover. It is also very common for even the weakest of projectiles, such as Mario's Fireball or Banjo & Kazooie's Egg Firing, to be enough to gimp Mythra and prevent her from recovering to the stage.
Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed and high gravity render her susceptible to certain combos (such as Steve's jab/forward tilt combos), and her merely average air acceleration can make it difficult for her to adjust her aerial drift while being juggled compared to other speedy characters with superior air acceleration, such as Fox, Sheik, and Zero Suit Samus. And unlike Pokémon Change, Swap does not grant intangibility until frame 6, making it inefficient as a combo breaker. This is further compounded by Pyra's disadvantage state being even worse than Mythra's.
Overall, Mythra is an incredibly quick swordswoman who excels at zone-breaking, pressuring, tech-chasing, and stage control. She also has respectable combo potential and is decent at juggling and, like Pyra, punishing (albeit not to the same impact as her counterpart). In addition, Mythra is best utilized when she and Pyra have the advantage to alleviate their respective weaknesses and amplify their respective strengths, and when horizontal recovery distance is required, whereas it is considered best to switch to her counterpart to keep advantage due to Pyra's vastly stronger attacks and more impactful punishes.
Differences from Pyra[edit]
Uniquely among clone characters, Mythra and Pyra act as a transformation character similar to Pokémon Trainer, and to Sheik and Zelda in Melee and Brawl. As is typical of both transforming characters and certain pairs of clones, their movesets are designed to complement each other in a speed vs. power dichotomy. Mythra is characterized by an overall extremely fast mobility (especially on the ground), and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has rather sluggish overall mobility (particularly on the ground), but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters.
Additionally, while Mythra has superior frame data overall compared to Pyra, her frame data is not that much better than Pyra's in regard to startup lag. Generally, Mythra's attacks are mostly three to four frames faster than Pyra's, making the latter's attacks more notable as long as the player is certain the attacks will land. The grounded attack with the biggest startup difference between the two is dash attack, coming out on frame 9 for Mythra and frame 17 for Pyra. While this difference is enough to classify the dash attack as quick for the former and slow for the latter, it should still be noted that there is only an eight-frame difference between the two. This also most notably applies to their aerials. All of Mythra's aerials, except for back aerial, are just three to four frames faster in startup than Pyra's, with the biggest startup gap in back aerial being just six frames, coming out on frames 10 and 16, respectively. Interestingly, two of her special moves are slower than Pyra's, making them the only moves in her moveset that are slower than the latter's. Under the condition of their neutral specials being fully charged, Pyra's Flame Nova comes out on 56 with Lightning Buster on frame 69, a 13-frame startup difference. Pyra's Blazing End's first hitbox comes out on frame 14, while Photon Edge's first hitbox comes out on frame 18. Furthermore, despite most of Mythra's standard attacks having worse range than Pyra's, her rapid jab is a notable exception to the rule, in fact having more range than Pyra's.
While all of their special moves (except for Swap, which is required to switch between the two) are fully unique, the rest of their moves have identical animations, similarly to how they function as different variations of the same Aegis Sword moveset for Rex in their game of origin (aside from Blade Specials), and most of their non-attack animations are also identical, with the lattermost of these being a trait shared with Dr. Mario and all Echo Fighters. In comparison to other clones, they have the same amount of different moves from each other as the full clone Young Link has from Link—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with Toon Link. Additionally, Mythra has a unique ability called Foresight, which acts as a form of dodge leniency, whereas Pyra has no similar ability of her own.
Overall, Mythra tends to excel at the start of a match, during the neutral game, and at a disadvantage thanks to her superior mobility and frame data, and her combo game is fairly freeform and versatile overall as well compared to Pyra's. However, Pyra's superior power and range in conjunction with her heavier weight, while leading to worse combo potential when combined with her overall only slightly slower frame data in regards to startup, allows her to close stocks much earlier, while also aiding her in more effectively spacing out shorter-ranged opponents; she also benefits more from trading than Mythra as a result of these traits. While Pyra and Mythra are individually both usable on their own as standalone characters, it is generally more optimal to instead use both forms together in battle, alternating between the two depending on the current situation.
Aesthetics[edit]
Mythra's on-screen appearance, idle stance, periodic idle poses, swimming animation, taunts, victory poses, and defeated/No Contest animation are different from Pyra's.
Mythra has an animation for transitioning into her own idle stance from Pyra's idle stance, which is generally used for animations shared with Pyra. She shares this trait with Chrom and Dark Samus.
In general, Mythra has light-themed aesthetics instead of fire-based ones. This includes her sword trails, which are light-green instead of red, as well as many of her sound effects.
Many of Mythra's animations are sped up compared to Pyra's, which reflects Mythra's superior overall speed.
Attributes[edit]
Mythra's walking (0.92 → 1.42), dashing (1.38 → 2.41), and initial dash (1.69 → 2.45) speeds are much faster than those of Pyra.
Mythra's air speed (1.1 → 1.22) and air acceleration (additional acceleration: 0.055 → 0.06; total: 0.065 → 0.07) are faster than Pyra's.
Mythra's falling speed (1.62 → 1.87) and fast falling speed (2.592 → 2.992) are faster than Pyra's.
Mythra has a frame speed multiplier of 0.6× applied to her freefall landing animation via attack scripts, reducing its duration (29 frames → 18 frames).
Mythra's air friction is greater than Pyra's (0.009 → 0.012).
Mythra has higher gravity (0.078 → 0.137). This improves her vertical mobility and makes her less susceptible to juggling, but makes her more susceptible to horizontal combos and worsens her horizontal endurance.
Mythra's full hop (26.3 → 30.8), short hop (15.2 → 15.6) and double jump (29 → 33) height values are higher than Pyra's.
Mythra is lighter than Pyra (98 → 92).
Mythra's item throw is weaker.
Mythra's walking speed when carrying heavy items is slower.
Mythra's attacks have either the slash or the magic effect, while Pyra's attacks have the flame effect.
Excluding her throws and special moves, all of Mythra's attacks have significantly faster frame data.
All of Mythra's attacks deal significantly less damage and knockback.
However, this significantly improves her combo game when combined with her better frame data.
Most of Mythra's attacks have smaller hitboxes.
Most of Mythra's moves have a negative hitlag multiplier, while Pyra's moves have a positive hitlag multiplier. However, this is not universal.
Ground attacks[edit]
- Neutral attack:
The first hit of neutral attack has less startup (3 → 2).
Mythra's rapid jab and rapid jab finisher have larger hitboxes (5.0u → 6.0u (rapid jab), 7.0u → 8.0u (rapid jab finisher)).
Neutral attack deals less damage on hit 1 (3% → 2%), hit 3 (5% → 4%), rapid jab (0.6% → 0.4%) and rapid jab finisher (5% → 3%).
The third hit of neutral attack has less ending lag (FAF 36 → 29).
The third hit of neutral attack deals less knockback (71/103 → 66/98), greatly hindering its KOing ability when combined with its reduced damage output and launch angle.,
The third hit of neutral attack launches at a higher angle (361° → 60°). This enables it to launch opponents onto platforms directly above Mythra, allowing her to set up platform tech-chases, but hinders its KOing ability when combined with its reduced damage and knockback.
- Forward tilt:
Forward tilt has less startup (12 → 8).
Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.
Forward tilt deals less damage (11.5% → 5.5%)
Forward tilt has less knockback scaling (78 → 65), which, when combined with its reduced damage output and altered launch angle, makes it incapable of KOing, even at very high percentages.
However, this grants it combo potential until high percentages when combined with its reduced ending lag, though not to the same degree as up tilt or down tilt.
Forward tilt launches at a different angle (35° → 62°), improving its combo potential when combined with its lower ending lag and reduced knockback, but hindering its KO potential and utility as a get-off-me move.
The move lacks a positive shieldstun modifier. When combined with its lower damage output and shorter range, this makes it less safe on shield, despite the move's lower ending lag.
Forward tilt has less range.
- Up tilt:
Up tilt has less startup (11 → 7).
Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.
Up tilt deals less damage (9.5% → 4%).
Up tilt deals significantly less knockback (base/scaling: 66/98 → 60/73), which, when combined with its lower damage output, greatly hinders its KO potential, even at extremely high percentages. However, this gives it combo potential until extremely high percentages when combined with its reduced ending lag.
Up tilt has less range.
- Down tilt:
Down tilt has less startup (9 → 5).
Down tilt has less ending lag (FAF 27 → 21).
Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).
Down tilt deals significantly less knockback, especially when sourspotted (base/scaling: 82/62 → 67/60 (blade) - 60/55 (arm)). When combined with its lower ending lag and reduced damage output, this allows it to combo into moves for much longer, with the sourspot starting combos even past Sudden Death percentages.
However, this removes the sweetspot's situational KO potential at extremely high percentages.
Down tilt has less vertical range.
- Dash attack:
Dash attack has much less startup (17 → 9).
Dash attack has less ending lag (FAF 53 → 40).
Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).
Dash attack deals less knockback (blade-arm: base/scaling 85/66-85/68 → 72/55-72/54), significantly reducing its KO potential when combined with its reduced damage output.
The move lacks a positive shieldstun modifier. When combined with its lower damage output and shorter range, this makes it less safe on shield, despite the move's lower ending lag.
Dash attack's sped-up animation gives Mythra more burst momentum during the attack. When combined with the move's reduced startup and ending lag, this makes it a more effective approaching attack.
Dash attack can cross up shields much more consistently.
Smash attacks[edit]
- Forward smash:
Forward smash has less startup (20 → 14).
Forward smash has less ending lag (FAF 68 → 50).
Forward smash deals less damage (20% → 13.5%).
Forward smash deals less knockback (base/scaling 70/76 → 75/62).
Forward smash does not cause the screen to shake after Mythra's sword touches the ground.
- Up smash:
Unlike Pyra, Mythra's up smash is a 5-hit move instead of a 2-hit move.
Up smash has less startup (15 → 9), making it a more effective out of shield option.
Up smash has less ending lag (FAF 67 → 52).
Up smash deals less damage (17% → 12.5%).
Up smash's final hit has altered knockback (base/scaling 85/80(early), 80/75(late) → 75/108).
- Down smash:
Down smash has less startup (11 → 8).
Down smash has less ending lag (FAF 48 → 45).
Down smash deals less damage (blade-leg: 11%/13.5-8%/10% → 9%/10.5%-6%/7.5%).
Down smash deals less knockback (blade sweetspot-blade sourspot-leg: base/scaling 75/74-75/71-75/66 → 75/70-75/69-75/65).
Aerial attacks[edit]
- Neutral aerial:
Unlike Pyra, Mythra's neutral aerial is a multi-hit move instead of a single-hit move.
This allows the move to be much more flexible in combos than Pyra's, as well as landing and crossing up shields.
Neutral aerial has a landing hitbox, similarly to Byleth's.
Neutral aerial has less startup (11 → 8).
Neutral aerial has less ending lag (FAF 57 → 51).
Neutral aerial has less landing lag (16 → 14).
Neutral aerial autocancels earlier (41 → 38).
Neutral aerial does less damage (11% → 7%).
Neutral aerial deals much less knockback (105/60 (early) - 100/60 (late) → 55/105), to the point of it never being a kill move.
- Forward aerial:
Forward aerial has less startup (11 → 8).
Forward aerial has less ending lag (FAF 49 → 38).
Forward aerial has less landing lag (16 → 11).
Forward aerial autocancels earlier (46 → 36).
Forward aerial deals less damage (12% → 7%).
Forward aerial deals less knockback (68/71 → 62/65).
Forward aerial launches at a slightly higher angle (43° → 45°).
- Back aerial:
Back aerial has much less startup (16 → 10).
Back aerial has less ending lag (FAF 49 → 33), making it a much better combo move.
Back aerial has less landing lag (15 → 11).
Back aerial autocancels earlier (38 → 26).
Back aerial deals less damage (14%/12% → 7.5%/6.5%).
Back aerial deals less knockback (72/82 → 67/66).
Back aerial launches at a higher angle (60° → 72°). This improves its vertical combo potential, but hinders its edgeguarding and KOing utility.
- Up aerial:
Up aerial has less startup (13 → 9).
Up aerial has less ending lag (FAF 58 → 31).
Up aerial has a significantly faster autocancel window (25 → 16), allowing Mythra to autocancel an up air in a short hop fast fall.
Up aerial deals less damage (10% → 6%).
Up aerial has less knockback growth (67 → 60).
Up aerial has much less range.
- Down aerial:
Down aerial has less startup (17 → 13).
Down aerial has less ending lag (FAF 66 → 41), making it a much safer move to use offstage.
Down aerial has less landing lag (15 → 12).
Down aerial autocancels earlier (34 → 29).
Down aerial deals less damage (14%/12% → 8%/6%).
Down aerial deals less knockback (30/80 (clean) - 65/85 (late) → 60/70).
Mythra's down aerial cannot meteor smash; instead, it sends at a lower angle than the late hit of Pyra's down aerial (270° (early/clean)/60° (late) → 50°). This significantly worsens its utility as an offstage KO option and completely removes all the strong KO confirms Pyra's down aerial has on grounded opponents.
Down aerial has much less vertical range. When combined with its inability to meteor smash, this makes it a less effective move for 2-framing.
Throws/other attacks[edit]
Despite having the same range, Mythra's grabs are slightly faster (standing 7–8 → 6–7, FAF 38 → 37; dash 12–13 → 11–12, FAF 45 → 44; pivot 13–14 → 12–13, FAF 40 → 39).
Forward throw deals less damage (9% → 5.5%).
Because of this, it KOs much later near the ledge and is not her strongest throw.