Editing Mythra (SSBU)

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'''Mythra''' ({{ja|ヒカリ|Hikari}}, ''Hikari'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character alongside {{SSBU|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 {{h2|Downloadable content (SSBU)|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 number|Fighter #80]].
'''Mythra''' ({{ja|ヒカリ|Hikari}}, ''Hikari'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character alongside {{SSBU|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 {{h2|Downloadable content (SSBU)|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 number|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 {{Button|Switch|Left|l=Directional buttons}} or {{Button|GCN|Y}} at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing {{SSBU|Pokémon Trainer}}.
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 [[Y button|Y]] at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing {{SSBU|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 [https://twitter.com/sdsjb/status/1362171529283457029 via Twitter].
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 [https://twitter.com/sdsjb/status/1362171529283457029 via Twitter].
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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 {{SSBU|Byleth}}'s, it also possesses a landing hitbox, which can be used to start combos. Her [[forward aerial|forward]] and [[back aerial]]s 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 smash]]ing capability of {{SSBU|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'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 {{SSBU|Byleth}}'s, it also possesses a landing hitbox, which can be used to start combos. Her [[forward aerial|forward]] and [[back aerial]]s 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 smash]]ing capability of {{SSBU|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 {{SSBU|Mii Swordfighter}}'s [[Blurring Blade]] and {{SSBU|Sephiroth}}'s [[Shadow Flare]], which can potentially be used for [[mindgame]]s. [[Photon Edge]] is a useful burst option directly which 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 {{SSBU|Pyra}} while granting some intangibility during the switch, allowing the player to switch playstyles on the fly.
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 {{SSBU|Mii Swordfighter}}'s [[Blurring Blade]] and {{SSBU|Sephiroth}}'s [[Shadow Flare]], which can potentially be used for [[mindgame]]s. [[Photon Edge]] is a useful burst option directly which can hit up to six times and  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 {{SSBU|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 average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her [[dash grab|dash]] and [[pivot grab]]s 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 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.
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 average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her [[dash grab|dash]] and [[pivot grab]]s 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 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.
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==Update history==
==Update history==
Mythra was slightly nerfed via game updates. In update {{SSBU|12.0.0}}, she received several changes that are partially shared with her counterpart Pyra. Shared changes include increased hitstun on the second hit of her neutral attack, as well as reduced pushback against opponents while she is charging her forward smash, with the latter of the two being intended to prevent opposing attacks from whiffing against her during that state. Additionally, Mythra has less intangibility on her directional air dodge, preventing her from performing a completely intangible air dodge toward a ledge while recovering back to the stage; and Lightning Buster no longer has weight-independent knockback, which improves its KO potential against heavier characters, but worsens it against lighter ones. In update {{SSBU|13.0.1}}, she received a small reduction to the knockback scaling on her forward smash, weakening its KO potential.
Mythra was slightly nerfed via game updates. In update {{SSBU|12.0.0}}, she received several changes that are partially shared with her counterpart Pyra. Shared changes include increased hitstun on the second hit of her neutral attack, as well as reduced pushback against opponents while she is charging her forward smash, with the latter of the two being intended to prevent opposing attacks from whiffing against her during that state. Additionally, Mythra has less intangibility on her directional air dodge, preventing her from performing a completely intangible air dodge toward a ledge while recovering back to the stage; and Lightning Buster no longer has weight-independent knockback, which improves its KO potential against lighter characters, but worsens it against heavier ones. In update {{SSBU|13.0.1}}, she received a small reduction to the knockback scaling on her forward smash, weakening its KO potential.


Overall, these changes did not change Mythra's competitive reception in the long term, as her key strengths and weaknesses remain unaltered.
Overall, these changes did not change Mythra's competitive reception in the long term, as her key strengths and weaknesses remain unaltered.
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|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutraldesc=A knifehand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by repeated bursts of light {{iw|xenoserieswiki|ether|XC}}. It is Mythra's fastest move, due to its first hit coming out on frame 2. Holding down the button causes her to repeat the first hit.
|neutraldesc=A knifehand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by repeated bursts of light [[xenoserieswiki:Ether (XC)|ether]]. It is Mythra's fastest move, due to its first hit coming out on frame 2. Holding down the button causes her to repeat the first hit.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=5.5%
|ftiltdmg=5.5%
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*When fighting Master Hand and Crazy Hand in Classic Mode, Mythra (or Pyra) will start on the far left side of the stage rather than in the center. This also occurs with Sephiroth and Sora in their respective Classic Mode routes.
*When fighting Master Hand and Crazy Hand in Classic Mode, Mythra (or Pyra) will start on the far left side of the stage rather than in the center. This also occurs with Sephiroth and Sora in their respective Classic Mode routes.
*Unlike most humanoid fighter models in ''Ultimate'', Mythra's bind pose is uniquely an "A-pose" instead of a T-pose, and only hers and not Pyra's.<ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref> This is shared with {{SSBU|Terry}} and both male and female {{SSBU|Byleth}}.
*Unlike most humanoid fighter models in ''Ultimate'', Mythra's bind pose is uniquely an "A-pose" instead of a T-pose, and only hers and not Pyra's.<ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref> This is shared with {{SSBU|Terry}} and both male and female {{SSBU|Byleth}}.
*Mythra, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Mythra, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Masahiro Sakurai showed pre-release material of Mythra in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=206s Odds and Ends of Supervising [Graphics]]</ref> and showcased several changes made before the final version:
*Masahiro Sakurai showed pre-release material of Mythra in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=206s Odds and Ends of Supervising [Graphics]]</ref> and showcased several changes made before the final version:
**The angle of Pyra's down aerial was altered to be more intuitively appealing.
**The angle of Pyra's down aerial was altered to be more intuitively appealing.

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