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{{disambig2|Mythra's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Mythra}}
{{disambig2|Mythra's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Mythra}}{{for|information about Mythra's alter-ego|Pyra (SSBU)}}
{{Infobox Character
{{Infobox Character
|name        = Mythra
|name        = Mythra
|image        = {{tabber|title1=Solo|tab1=[[File:Mythra SSBU.png|250px|Mythra]]|title2=With Pyra|tab2=[[File:Pyra & Mythra SSBU.png|250px]]}}
|image        = {{tabber|title1=Solo|content1=[[File:Mythra SSBU.png|250px|Mythra]]|title2=With Pyra|content2=[[File:Pyra & Mythra SSBU.png|250px]]}}
|game        = SSBU
|game        = SSBU
|shareslot    = {{SSBU|Pyra}}
|shareslot    = {{SSBU|Pyra}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = S
|ranking = 5
}}
}}
:{{Cquote|Mythra Awakens!|cite=Introduction tagline}}
:{{Cquote|''Mythra Awakens!''|cite=Introduction tagline}}
'''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 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 {{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}}.


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].
Mythra and Pyra are ranked 5th out of 82 on the current [[tier list]], placing the Aegis in the 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 gain the frame advantage when dodging as her opponent attacks her at the cost of taking a little damage, akin to {{SSBU|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 [[Chroma Dust]] travel very far and she cannot use both in the air, which makes her offstage game risky and unsafe.


==Attributes==
==Attributes==
Mythra is the faster Blade of the Aegis duo, possessing vastly superior mobility and overall frame data to her counterpart (mainly in regards to overall duration in terms of ending lag), but weaker attacks and overall shorter range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}} and {{SSBU|Steve}}. Mythra boasts the 11th fastest [[air speed]], 8th fastest [[walk]]ing speed, 7th fastest [[falling speed]], 7th highest [[gravity]] value, 5th fastest [[dash]]ing 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 {{SSBU|Captain Falcon}}, {{SSBU|Sheik}}, {{SSBU|Chrom}} or {{SSBU|Little Mac}}; she is a very fast and generally offense-oriented character who excels at whiff [[punish]]ing, [[tech-chasing]], [[combo]]ing, [[juggling]] and maintaining stage control in the [[neutral game]], and has access to useful burst options as well.
Mythra is the faster component of the Aegis, possessing vastly superior mobility and overall frame data to her counterpart (mainly in regards to overall duration in terms of ending lag), but weaker attacks and overall shorter range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Wolf}}, {{SSBU|Villager}} and {{SSBU|Steve}}. Mythra boasts the 11th fastest [[air speed]], 8th fastest [[walk]]ing speed, 7th fastest [[falling speed]], 7th highest [[gravity]] value, 5th fastest [[dash]]ing 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 {{SSBU|Captain Falcon}}, {{SSBU|Sheik}}, {{SSBU|Chrom}} or {{SSBU|Little Mac}}; she is a very fast and generally offense-oriented character who excels at whiff [[punish]]ing, [[tech-chasing]], [[combo]]ing, [[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 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 [[List of swords#Aegis Sword|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.
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 [[List of swords#Aegis Sword|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.


All three of Mythra's [[tilt attack]]s are fairly quick moves, with all of them possessing the ability to start 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 potentially 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 attack]]s 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 three [[tilt attack]]s 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 potentially 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 attack]]s 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 also fairly decent as well. 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's special moves are also fairly versatile as well. [[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 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; 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 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. 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 aerials at low to medium percentages. [[Forward throw]] can confirm into dash attack at low percentages, and can also set up tech-chases and edgeguards. [[Back throw]] can be used for positioning or setting up edgeguards, but is less useful than down and forward throws. Finally, her [[up throw]] is her least useful throw, although 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.


In addition to her moveset, Mythra also possesses a special mechanic called [[Foresight]], which functions similarly to {{SSBU|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 similarly 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.
In addition to her moveset, Mythra also possesses a special mechanic called [[Foresight]], which functions similarly to {{SSBU|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 similarly to [[Witch Time]], allowing Mythra a free combo, neutral win or even a KO. This helps her disadvantage 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 {{SSBU|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 has the ability to 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 {{SSBU|Sheik}}. 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 reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.
Despite her immense agility, Mythra is balanced by a severe lack of KO options (although swapping to {{SSBU|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 has the ability to 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 {{SSBU|Sheik}} and default {{SSBU|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 reliably KO 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 {{SSBU|Sonic}}'s back aerial, {{SSBU|Greninja}}'s forward 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 also unarguably her worst aerial. Due to coming out on frame 13, down aerial is among the slowest non-stall-then-fall down aerials in the game without a meteor effect, and it launches opponents too far to have any meaningful utility after landing, all while still having very poor KO potential.
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 {{SSBU|Sonic}}'s back aerial, {{SSBU|Greninja}}'s forward aerial, {{SSBU|Fox}}'s back aerial, {{SSBU|Zero Suit Samus}}'s back aerial, {{SSBU|Captain Falcon}}'s back aerial and [[Knee Smash]], {{SSBU|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 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 smash]]es from directly above (especially if she recovers low with the move). Ray of Punishment also covers decent vertical distance but no horizontal distance by itself, although Mythra does have decent horizontal drift afterwards.
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 smash]]es 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 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 interupt in any way until it is completed.
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 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 despite traveling an acceptable distance overall if not interupted, a weakness shared with {{SSBU|Pyra}}, although the former's recovery is noticeably better than latter's. Although she has very good air speed and her directional air dodge covers more distance than most others in the game (barring those of {{SSBU|Ness}} and {{SSBU|Lucas}}), her double jump height is merely average at best, her falling speed is incredibly fast, and as mentioned before, Ray of Punishment has no horizontal travel distance by itself, while Photon Edge leaves Mythra [[helpless]] and does not snap to ledges until the very end in addition to not protecting her from above. 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 be too low to use Photon Edge, and likely will not be able to cover the required horizontal distance with Ray of Punishment either. It is also very common for even the weakest of projectiles, such as {{SSBU|Mario}}'s [[Fireball]] to be enough to gimp Mythra and prevent her from recovering to the stage.
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 {{SSBU|Ness}} and {{SSBU|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 [[footstool]]s. 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 {{SSBU|Mario}}'s [[Fireball]] or {{SSBU|Banjo & Kazooie}}'s [[Egg Firing / Breegull Blaster|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 {{SSBU|Steve}}'s jab/forward tilt combos), and her average-at-best 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 {{SSBU|Fox}}, {{SSBU|Sheik}} and {{SSBU|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.
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 {{SSBU|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 {{SSBU|Fox}}, {{SSBU|Sheik}}, and {{SSBU|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 so as 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.
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 so as 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.


Mythra's strengths generally outweigh her weaknesses, and players like {{Sm|Sparg0}}, {{Sm|Cloudy}} and {{Sm|Cosmos}} have demonstrated in offline competitive play that she is indeed a competitively viable character, especially when used in tandem with Pyra via Swap. Although Pyra and Mythra's shared viability when used together remains unclear in the long term, most players believe they are top tier or even among the best characters in the game, alongside the commonly accepted {{SSBU|Pikachu}} and {{SSBU|Joker}}.
Despite her glaring and exploitable weaknesses, Mythra's strengths compensate for them, and players like {{Sm|Cosmos}} and {{Sm|Shuton}} have demonstrated in offline competitive play that she is indeed a competitively viable character, especially when used in tandem with Pyra via Swap. Most players believe that the Aegis is high- or top-tier, with many of them even considering her to be among the best characters in the game, alongside the commonly accepted {{SSBU|Steve}} and {{SSBU|Joker}}.


==Differences from {{SSBU|Pyra}}==
==Differences from {{SSBU|Pyra}}==
Uniquely among clone characters, Mythra and Pyra act as a transformation character similar to {{SSBU|Pokémon Trainer}}, and to [[Sheik]] and [[Zelda]] in ''Melee'' and ''Brawl''. As 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.
Uniquely among clone characters, Mythra and Pyra act as a transformation character similar to {{SSBU|Pokémon Trainer}}, and to [[Sheik]] and [[Zelda]] in ''Melee'' and ''Brawl''. As 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 much better than Pyra's in regards to startup lag. Generally, Mythra's attacks are mostly 3-4 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 2, 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 a 8 frame difference between the two. This also most notably applies with their aerials. All of Mythra's aerials, except for back aerial, are just 3-4 frames faster in startup than Pyra's, with the biggest startup gap in back aerial being just 6 frames, coming out on frame 10 and 16 respectively. Interestingly, 2 of her special moves are slower than Pyra's making them the only moves in her moveset that are slower than the latter. 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 first hitbox comes out on frame 14 while Photon Edge's first hitbox comes out on frame 18.
Additionally, while Mythra has superior frame data overall compared to Pyra, her frame data is not that much better than Pyra's in regards 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 frame 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 in their game of origin (aside from Blade Specials), and most of their non-attack animations are also identical as well, with the lattermost of these being a trait shared with {{SSBU|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 {{SSBU|Young Link}} has from {{SSBU|Link}}—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with {{SSBU|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.
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 {{SSBU|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 {{SSBU|Young Link}} has from {{SSBU|Link}}—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with {{SSBU|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 in 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 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.
Overall, Mythra tends to excel at the start of a match, during the [[neutral game]], and in 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===
===Aesthetics===
*{{change|Mythra's on-screen appearance, idle stance, periodic idle poses, swimming animation, taunts, victory poses and No Contest animation are different from Pyra's.}}
*{{change|Mythra's on-screen appearance, idle stance, periodic idle poses, swimming animation, taunts, victory poses, and No Contest animation are different from Pyra's.}}
**{{change|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 {{SSBU|Chrom}} and {{SSBU|Dark Samus}}.}}
**{{change|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 {{SSBU|Chrom}} and {{SSBU|Dark Samus}}.}}
*{{change|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.}}
*{{change|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.}}
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**{{nerf|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%).}}
**{{nerf|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%).}}
**{{buff|The third hit of neutral attack has less ending lag (FAF 36 → 29).}}
**{{buff|The third hit of neutral attack has less ending lag (FAF 36 → 29).}}
**{{nerf|The third hit of neutral attack deals less knockback (71/103 → 66/98), greatly hindering its KOing ability.}}
**{{nerf|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.,}}
**{{change|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-chasing|tech-chases]], but hinders its KOing ability when combined with its reduced damqge and knockback.}}
**{{change|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-chasing|tech-chases]], but hinders its KOing ability when combined with its reduced damage and knockback.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (12 → 8).}}
**{{buff|Forward tilt has less startup (12 → 8).}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 26), giving it combo potential.}}
**{{nerf|Forward tilt deals less damage (11.5% → 5.5%)}}
**{{nerf|Forward tilt deals less damage (11.5% → 5.5%)}}
**{{nerf|Forward tilt has less knockback scaling (78 → 65), which when combined with its reduced damage output makes it incapable of KOing, even at very high percentages.}}
**{{nerf|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.}}
***{{buff|However, this grants it combo potential until high percentages, though not to the same degree as up tilt or down tilt.}}
***{{buff|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.}}
**{{change|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.}}
**{{change|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.}}
**{{nerf|The move lacks a positive shieldstun modifier. When combined with its lower damage output and shorter range, this makes it less safe on shield, although the move's lower ending lag somewhat compensates for this.}}
**{{nerf|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.}}
**{{nerf|Forward tilt has less range.}}
**{{nerf|Forward tilt has less range.}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{buff|Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.}}
**{{buff|Up tilt has less ending lag (FAF 40 → 27), allowing it to start combos.}}
**{{nerf|Up tilt deals less damage (9.5% → 4%).}}
**{{nerf|Up tilt deals less damage (9.5% → 4%).}}
**{{change|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.}}
**{{change|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.}}
**{{nerf|Up tilt has less range.}}
**{{nerf|Up tilt has less range.}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{buff|Down tilt has less ending lag (FAF 27 → 21).}}
**{{buff|Down tilt has less ending lag (FAF 27 → 21).}}
**{{nerf|Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).}}
**{{nerf|Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%).}}
**{{buff|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, this allows it to combo into moves for much longer, with the sourspot starting combos even past [[Sudden Death]] percentages.}}
**{{buff|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.}}
***{{nerf|However, this removes the sweetspot's situational KO potential at extremely high percentages.}}
***{{nerf|However, this removes the sweetspot's situational KO potential at extremely high percentages.}}
**{{nerf|Down tilt has less vertical range.}}
**{{nerf|Down tilt has less vertical range.}}
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**{{nerf|Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).}}
**{{nerf|Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{buff|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]].}}
**{{buff|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]].}}
**{{buff|Dash attack can [[Cross-up|cross up]] shields much more consistently.}}
**{{buff|Dash attack can [[Cross-up|cross up]] shields much more consistently.}}
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**{{buff|However, this improves its combo potential when combined with Mythra's superior mobility and frame data, as it can combo into dash attack.}}
**{{buff|However, this improves its combo potential when combined with Mythra's superior mobility and frame data, as it can combo into dash attack.}}
*{{nerf|Back throw deals less damage (7% → 5.5%).}}
*{{nerf|Back throw deals less damage (7% → 5.5%).}}
**{{buff|However, it can potentially combo into dash attack against certain fast-fallers.}}
*{{nerf|Up throw deals less damage (5% → 4%).}}
*{{nerf|Up throw deals less damage (5% → 4%).}}
**{{buff|However, it can potentially combo into Ray of Punishment at very low percents.}}
*{{buff|Up throw has altered knockback, allowing it to KO earlier, albeit still at unrealistic percentages (80/45 → 70/65).}}
*{{buff|Up throw has altered knockback, allowing it to KO earlier, albeit still at unrealistic percentages (80/45 → 70/65).}}
*{{nerf|Down throw deals less damage (8% → 7%).}}
*{{nerf|Down throw deals less damage (8% → 7%).}}
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**{{buff|Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.}}
**{{buff|Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.}}
**{{nerf|Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.}}
**{{nerf|Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.}}
**{{nerf|Lightning Buster deals less shield damage being unable to break full shields when fully charged.}}
**{{nerf|Lightning Buster deals less shield damage, being unable to break close-to-full shields when fully charged.}}
**{{nerf|Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.}}
**{{nerf|Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.}}
**{{change|All hits of Lightning Buster have [[transcendent priority]]. This makes it much easier for the opponent to challenge the move with virtually no risk before the final hit comes out if they have a disjoint that outranges the move or a projectile, but prevents certain shorter-ranged characters from canceling the move by clanking with it with their own moves.}}
**{{change|All hits of Lightning Buster have [[transcendent priority]]. This makes it much easier for the opponent to challenge the move with virtually no risk before the final hit comes out if they have a disjoint that outranges the move or a projectile but prevents certain shorter-ranged characters from canceling the move by clanking with it with their own moves.}}
**{{nerf|Mythra cannot move horizontally while performing Lightning Buster on the ground, and she has significantly less control of her aerial drift when performing it in midair. It also cannot be used to stall her vertical mobility unless the move hits an opponent, significantly hindering the move's recovery mixup potential in comparison with Pyra.}}
**{{nerf|Mythra cannot move horizontally while performing Lightning Buster on the ground, and she has significantly less control of her aerial drift when performing it in midair. It also cannot be used to stall her vertical mobility unless the move hits an opponent, significantly hindering the move's recovery mixup potential in comparison with Pyra.}}
*[[Photon Edge]]:
*[[Photon Edge]]:
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**{{nerf|Photon Edge has less maximum damage potential and deals less knockback, greatly hindering its KO potential.}}
**{{nerf|Photon Edge has less maximum damage potential and deals less knockback, greatly hindering its KO potential.}}
*[[Ray of Punishment / Chroma Dust]]:
*[[Ray of Punishment / Chroma Dust]]:
**{{buff|Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as, unlike Pyra, Mythra does not dive downward after the jump.}}
**{{buff|Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as unlike Pyra, Mythra does not dive downward after the jump.}}
***{{buff|The faster startup improves the move's utility as an [[out of shield]] option.}}
***{{buff|The faster startup improves the move's utility as an [[out of shield]] option.}}
**{{change|The move has less landing lag than Prominence Revolt, but lacks a landing hitbox.}}
**{{change|The move has less landing lag than Prominence Revolt but lacks a landing hitbox.}}
**{{change|The move grants no horizontal distance at all compared to Prominence Revolt. However, it allows Mythra to use her aerial mobility afterwards while Pyra is only granted a set amount of horizontal distance and it does not allow her to use her aerial mobility no matter how far away she is from the ground. This overall grants Mythra more horizontal recovery potential overall, but makes her more vulenrable when using the aerial mobility she gets after using the move to travel the same amount of distance Prominence Revolts grants as she does not descend as quickly from the move.}}
**{{change|The move grants no horizontal distance at all compared to Prominence Revolt. However, it allows Mythra to use her aerial mobility afterward while Pyra is only granted a set amount of horizontal distance and it does not allow her to use her aerial mobility no matter how far away she is from the ground. Overall grants Mythra more horizontal recovery potential, but makes her more vulnerable when using the aerial mobility she gets after using the move to travel the same amount of distance Prominence Revolts grants as she does not descend as quickly from the move.}}
**{{buff|The upward slash is followed up by Mythra shooting downward, giving her an attack that she can use at a safe vertical distance. This makes the move more effective for [[edgeguarding]], since Prominence Revolt is highly ineffective for [[sacrificial KO]]s and is likely to result in a [[self-destruct]] if Pyra uses it off-stage.}}
**{{buff|The upward slash is followed up by Mythra shooting downward, giving her an attack that she can use at a safe vertical distance. This makes the move more effective for [[edgeguarding]], since Prominence Revolt is highly ineffective for [[sacrificial KO]]s and is likely to result in a [[self-destruct]] if Pyra uses it off-stage.}}
**{{buff|After the projectiles are fired, Mythra will grab the ledge even if her back is facing towards it, while Prominence Revolt cannot be used to grab ledges from behind Pyra making it much less likely for Mythra to self destruct if she doesn't reverse the move when facing away from the ledge.}}
**{{buff|After the projectiles are fired, Mythra will grab the ledge even if her back is facing toward it, while Prominence Revolt cannot be used to grab ledges from behind Pyra. This makes it much less likely for Mythra to self-destruct if she does not reverse the move when facing away from the ledge.}}
**{{nerf|The firing of the projectiles itself delays Mythra's ledge grabbing if she is not within the ledge sweetspot by the time the intial slash is finished. This makes the move have the possibility of making Mythra more vulnerable to punishes if she is using the move to recover.}}
**{{nerf|The firing of the projectiles itself delays Mythra's ledge-grabbing if she is not within the ledge sweetspot by the time the initial slash is finished. This makes the move have the possibility of making Mythra more vulnerable to punishes if she is using the move to recover.}}
***{{nerf|Any downward projectiles fired using Mythra's up special can be reflected, absorbed or pocketed.}}
***{{nerf|Any downward projectiles fired using Mythra's up special can be reflected, absorbed or pocketed.}}
***{{nerf|The projectiles cannot penetrate through platforms, noticeably hindering its utility on stages such as Battlefield.}}
***{{nerf|The projectiles cannot penetrate through platforms, noticeably hindering its utility on stages such as Battlefield, especially from [[out of shield]].}}
***{{nerf|Since Mythra does not drop downward after the upward slash, the move is less useful for escaping juggles.}}
***{{nerf|Since Mythra does not drop down after the upward slash, the move is less useful for escaping juggles.}}
**{{buff|Due to having two variants, the move is less predictable than Prominence Revolt.}}
**{{buff|Due to having two variants, the move is less predictable than Prominence Revolt.}}
**{{buff|The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.}}
**{{buff|The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.}}
**{{buff|The move is more effective as a combo finisher due to its faster startup combined with Mythra's greater overall combo potential.}}
**{{buff|The move is more effective as a combo finisher due to its faster startup, combined with Mythra's greater overall combo potential.}}
**{{nerf|The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.}}
**{{nerf|The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.}}


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*[[Sacred Arrow]]:
*[[Sacred Arrow]]:
**{{buff|Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.}}
**{{buff|Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.}}
**{{buff|Sacred Arrow’s overhand slash as the initial attack gives it more range.}}
**{{buff|Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.}}
**{{buff|Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.}}
**{{nerf|Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.}}
**{{nerf|Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.}}
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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 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.
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.


Overall, these changes are not expected to 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.


'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
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*Mythra is tied to Pyra as a two-in-one fighter, like how [[Sheilda|Princess Zelda and Sheik functioned in ''Melee'' and ''Brawl'']]. She can switch places with Pyra by using her down special move: [[Swap]].
*Mythra is tied to Pyra as a two-in-one fighter, like how [[Sheilda|Princess Zelda and Sheik functioned in ''Melee'' and ''Brawl'']]. She can switch places with Pyra by using her down special move: [[Swap]].
*Pyra and Mythra are semi-[[clone]]s of each other; with all of their non-special moves having similar animations, but having different frame data, range, damage, and knockback. Following the archetypical traits of a transforming character; Mythra is the "fast, but weak" counterpart of the duo. Their remaining special moves are all unique.
*Pyra and Mythra are semi-[[clone]]s of each other; with all of their non-special moves having similar animations, but having different frame data, range, damage, and knockback. Following the archetypical traits of a transforming character; Mythra is the "fast, but weak" counterpart of the duo. Their remaining special moves are all unique.
*Mythra has a [[fighter ability]] called '''[[Foresight]]'''. It is a [[dodge]] mechanic similar to [[Bat Within]] in both functionality and execution, but differs from Bat Within by also applying a slowdown effect on opponents, similarly to [[Witch Time]].
*Mythra has a [[fighter ability]] called '''[[Foresight]]'''. It is a [[dodge]] mechanic similar to [[Bat Within]] in both functionality and execution but differs from Bat Within by also applying a slowdown effect on opponents, similarly to [[Witch Time]].


''For a gallery of Mythra's hitboxes, see [[Mythra (SSBU)/Hitboxes|here]].''
''For a gallery of Mythra's hitboxes, see [[Mythra (SSBU)/Hitboxes|here]].''
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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 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.
|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.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=5.5%
|ftiltdmg=5.5%
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|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=4%
|utiltdmg=4%
|utiltdesc=An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials. However, the attack has a noticeable blind spot directly behind Mythra that cannot hit shorter or low-profile characters at point-blank range behind her.
|utiltdesc=An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials. However, the attack has a noticeable blind spot directly behind Mythra that cannot hit shorter or low profile characters at point-blank range behind her.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=4% (sword),<br>3% (arm)
|dtiltdmg=4% (sword),<br>3% (arm)
|dtiltdesc=A kneeling inward slash. Mythra's most reliable combo starter, having extremely small knockback even at high percentages. It can combo into tilts and smash attacks at nearly any percentage, including a KO confirm into up smash at around 130%, or into forward smash to punish ledge regrabs or 2 frames.
|dtiltdesc=A kneeling inward slash. Mythra's most reliable combo starter, having extremely small knockback even at high percentages. It can combo into tilts and smash attacks at nearly any percentage, including a KO confirm into up smash at around 130% or into forward smash, the latter of which can be used to as a [[2 frame punish]].
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=8.5% (sword),<br>7% (arm)
|dashdmg=8.5% (sword),<br>7% (arm)
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|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|13.5}}
|fsmashdmg={{ChargedSmashDmgSSBU|13.5}}
|fsmashdesc=A lunging, two-handed downward slash in front of Mythra. It comes out rather quickly for a smash attack, coming out on frame 14 when uncharged. However, it is also the second weakest forward smash in the game on its own (after {{SSBU|Mega Man}}'s when excluding sourspotted forward smashes), KOing {{SSBU|Mario}} at around 126% from center stage—and around 94% at the edge—when uncharged. When fully charged, the move can KO from center stage at around 85%, and around 61% at the edge.
|fsmashdesc=A lunging, two-handed downward slash in front of Mythra. It comes out rather quickly for a smash attack, coming out on frame 14 when uncharged. However, it is also the second-weakest forward smash in the game on its own (after {{SSBU|Mega Man}}'s when excluding sourspotted forward smashes), KOing {{SSBU|Mario}} at around 126% from center stage—and around 94% at the edge—when uncharged. When fully charged, the move can KO from center stage at around 85%, and around 61% at the edge.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|2}} (launcher),<br>{{ChargedSmashDmgSSBU|1.5}} (hits 2-4),<br>{{ChargedSmashDmgSSBU|6}} (last hit)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (launcher),<br>{{ChargedSmashDmgSSBU|1.5}} (hits 2-4),<br>{{ChargedSmashDmgSSBU|6}} (last hit)
|usmashdesc=Throws the Aegis Sword above herself as it spins telekinetically, slashing above herself before picking back the sword and concluding with a twirl. In contrast to Pyra's, it hits multiple times. It has a launcher hit in front of Mythra. It possesses somewhat low ending lag, not enough for it to combo, though it does a great job at setting up into reads or 50/50s into her other attacks and function as a great anti-air due to its long duration. It is Mythra's fastest out of shield option, coming out on frame 9. However, it is the weakest up smash in the game on its own (excluding sourspotted up smashes), as it KOs at around 151% uncharged, and around 113% fully charged.
|usmashdesc=Throws the Aegis Sword above herself as it twirls telekinetically, slashing above herself before picking back the sword and concluding with a twirl. In contrast to Pyra's, it hits multiple times. It has a launcher hit in front of Mythra. It possesses somewhat low ending lag, not enough for it to combo, though it does a great job at setting up into reads or 50/50s into her other attacks and function as a great anti-air due to its long duration. It is Mythra's fastest out-of-shield option, coming out on frame 9. However, it is the weakest up smash in the game on its own (excluding sourspotted up smashes), as it KOs at around 151% uncharged, and around 113% fully charged.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10.5}} (sword),<br>{{ChargedSmashDmgSSBU|9}} (arm),<br>{{ChargedSmashDmgSSBU|7.5}} (kick, lower leg),<br>{{ChargedSmashDmgSSBU|6}} (kick, upper leg)
|dsmashdmg={{ChargedSmashDmgSSBU|10.5}} (sword),<br>{{ChargedSmashDmgSSBU|9}} (arm),<br>{{ChargedSmashDmgSSBU|7.5}} (kick, lower leg),<br>{{ChargedSmashDmgSSBU|6}} (kick, upper leg)
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|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|2}} (hit 1),<br>{{ShortHopDmgSSBU|3}} (hits 2-3),<br>4% (landing)
|nairdmg={{ShortHopDmgSSBU|2}} (hit 1),<br>{{ShortHopDmgSSBU|3}} (hits 2-3),<br>4% (landing)
|nairdesc=Telekinetically spins the Aegis Sword in front of herself while facing the screen. In contrast to Pyra's neutral aerial, it hits up to three times, making it functionally more similar to other multi-hit neutral aerials, such as {{SSBU|Piranha Plant}}'s. Much like {{SSBU|Byleth}}'s neutral aerial, it has a landing hitbox that can combo into other moves. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals.
|nairdesc=Telekinetically twirls the Aegis Sword in front of herself while facing the screen. In contrast to Pyra's neutral aerial, it hits up to three times, making it functionally more similar to other multi-hit neutral aerials, such as {{SSBU|Piranha Plant}}'s. Much like {{SSBU|Byleth}}'s neutral aerial, it has a landing hitbox that can combo into other moves. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|7}}
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|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
|fthrowdmg=3% (hit 1),<br>2.5% (throw)
|fthrowdesc=Quickly blasts the opponent away with a light energy blast. It can combo into dash attack or potentially other tilts at very low percentages. At mid-percentages, it starts putting the opponent in a tech situation, allowing for a potential jab lock or tech chase.
|fthrowdesc=A light ether-infused palm thrust, similar to Lucario's forward throw. It can combo into dash attack or potentially other tilts at very low percentages. At mid-percentages, it starts putting the opponent in a tech situation, allowing for a potential jab lock or tech-chase.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1),<br>2.5% (throw)
|bthrowdmg=3% (hit 1),<br>2.5% (throw)
|bthrowdesc=A wheel kick. Extremely weak, but can combo into dash attack at low percentages to potentially send the opponent offstage.
|bthrowdesc=A wheel kick. Extremely weak, but can combo into dash attack at low percentages against fast-fallers to potentially send the opponent offstage.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=4%
|uthrowdmg=4%
|uthrowdesc=Telekinetically throws the opponent upward. Her worst throw, dealing little damage and having no true combo potential other than up air at very low percentages, however the throw is extremely fast, leaving the opponent with little time to react, allowing for a potential juggle scenario.
|uthrowdesc=Telekinetically throws the opponent upward. Deals little damage and has little to no true combo potential other than Ray of Punishment/Chroma Dust at low percentages. However, the throw is extremely fast, making it difficult to properly DI, which allows it to setup a potential juggle scenario especially at higher percentages.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1),<br>3% (throw)
|dthrowdmg=4% (hit 1),<br>3% (throw)
|dthrowdesc=Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow ''Xenoblade'' character {{SSBU|Shulk}}'s down throw. Mythra's combo throw, able to lead into aerials and Ray of Punishment/Chroma Dust. Despite being her main combo throw, it is also her strongest throw. Visually, it appears to resemble an abridged version of Pyra's Prominence Revolt, without the fiery effect and visuals.
|dthrowdesc=Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow ''Xenoblade'' character {{SSBU|Shulk}}'s down throw. Mythra's combo throw is able to lead into any aerial (except for down aerial) and Ray of Punishment/Chroma Dust. Despite being her main combo throw, it is also her strongest throw. Visually, it appears to resemble an abridged version of Pyra's Prominence Revolt, without the fiery effect and visuals.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|ssname=Photon Edge
|ssname=Photon Edge
|ssdmg=2% (hit 1),<br>2.5% (hits 2-5),<br>7% (hit 6)
|ssdmg=2% (hit 1),<br>2.5% (hits 2-5),<br>7% (hit 6)
|ssdesc=Charges forward at the speed of light in order to perform a flurry of slashes. It travels a good distance forwards and has great range, making it an effective combat move, but has high ending lag and still renders Mythra vulnerable. The grounded version will stop at an edge provided Mythra is far enough from it, whereas performing the move at an edge will cause her to perform the aerial version (usually resulting in a [[self-destruct]]). It can be used in the air, though Mythra will be rendered [[helpless]] afterwards. The aerial version can be useful for recovery, but should only be used when Mythra has enough height to safely fall back onto the stage after becoming helpless. Similar to [[Octaslash]], but she can only travel horizontally.
|ssdesc=Charges forward at the speed of light in order to perform a flurry of slashes. It travels a good distance forwards and has great range, making it an effective combat move, but has high ending lag and still renders Mythra vulnerable. The grounded version will stop at an edge provided Mythra is far enough from it, whereas performing the move at an edge will cause her to perform the aerial version (usually resulting in a [[self-destruct]]). It can be used in the air, though Mythra will be rendered [[helpless]] afterward. The aerial version can be useful for recovery, but should only be used when Mythra has enough height to safely fall back onto the stage after becoming helpless. Similar to [[Octaslash]], but she can only travel horizontally.
|usname=Ray of Punishment / Chroma Dust
|usname=Ray of Punishment / Chroma Dust
|usdmg=7% (slash),<br>2% (Ray of Punishment, hit 1),<br>4.5%, (Ray of Punishment, hit 2 near),<br>3% (Ray of Punishment, hit 2 far),<br>2.5% (Chroma Dust)
|usdmg=7% (slash),<br>2% (Ray of Punishment, hit 1),<br>4.5%, (Ray of Punishment, hit 2 near),<br>3% (Ray of Punishment, hit 2 far),<br>2.5% (Chroma Dust)
|usdesc=Jumps while performing an uppercutting slash, similar to [[Dolphin Slash]], then fires blasts of light ether towards the ground that burst on impact, before falling. Its functionality changes based on whether the special move button is tapped or held/pressed continuously. If the special button is tapped once, Mythra performs '''Ray of Punishment''', which fires a single, yellow-green blast of light ether that has more power and bursts to form a larger hitbox, but covers a limited area. If the special move is held down or tapped repeatedly, it becomes '''Chroma Dust''', which fires five blasts of cyan and yellow light ether that have less power, smaller hitboxes and do not burst, but cover a larger area in a fanning pattern. The blasts are Mythra's only projectiles; they have long ranges, being able to cover a longer vertical distance than Mythra can cover from the ground, which can be used to hit opponents offstage. Both types of projectiles can be reflected and absorbed. The initial slash has good horizontal range and comes out on frame 10, making the move a useful [[out of shield]] option.
|usdesc=Jumps while performing an uppercutting slash, similar to [[Dolphin Slash]], then fires blasts of light ether towards the ground that burst on impact, before falling. Its functionality changes based on whether the special move button is tapped or held/pressed continuously. If the special button is tapped once, Mythra performs '''Ray of Punishment''', which fires a single, yellow-green blast of light ether that has more power and bursts to form a larger hitbox but covers a limited area. If the special move is held down or tapped repeatedly, it becomes '''Chroma Dust''', which fires five blasts of cyan and yellow light ether that have less power, smaller hitboxes, and do not burst, but cover a larger area in a fanning pattern. The blasts are Mythra's only projectiles; they have long ranges, being able to cover a longer vertical distance than Mythra can cover from the ground, which can be used to hit opponents offstage. Both types of projectiles can be reflected and absorbed. The initial slash has good horizontal range and comes out on frame 10, making the move a useful [[out of shield]] option.
|dsname=Swap to Pyra
|dsname=Swap to Pyra
|dsdmg=—
|dsdmg=—
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|fspage=
|fspage=
|fsdmg=8% (hit 1),<br>7% (hit 2),<br>2.5%/1.8%/1.4% (hits 3-18),<br>6% (hit 19, sky hit),<br>10% (hit 19, direct hit)
|fsdmg=8% (hit 1),<br>7% (hit 2),<br>2.5%/1.8%/1.4% (hits 3-18),<br>6% (hit 19, sky hit),<br>10% (hit 19, direct hit)
|fsdesc=Rex appears in front of Mythra, who lends him the Aegis Sword before he performs an upward slash. If it hits, a cutscene plays briefly where Rex and Mythra raise the Aegis Sword in the air, sending a column of light to the sky, which glows with light. Afterwards, it cuts back to the stage, where countless beams of light are fired from the sky, hitting opponents multiple times before being launched. Each beam has its own hitbox, which can result in larger opponents taking more damage from the beam barrage. Up to three opponents can be caught by the initial hit, whereas bystanders who didn't get caught by the initial hit can still get hit by the beam barrage. Compared to Pyra's [[Burning Sword]], Sacred Arrow deals more damage, but the final hit is weaker.
|fsdesc=Rex appears in front of Mythra, who lends him the Aegis Sword before he performs an upward slash. If it hits, a cutscene plays briefly where Rex and Mythra raise the Aegis Sword in the air, sending a column of light to the sky, which glows with light. Afterward, it cuts back to the stage, where countless beams of light are fired from the sky, hitting opponents multiple times before being launched. Each beam has its own hitbox, which can result in larger opponents taking more damage from the beam barrage. Up to three opponents can be caught by the initial hit, whereas bystanders who didn't get caught by the initial hit can still get hit by the beam barrage. Compared to Pyra's [[Burning Sword]], Sacred Arrow deals more damage, but the final hit is weaker.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=2.45 | rdash=1
| run=2.41 | rrun=5
| walk=1.42 | rwalk=8
| trac=0.121 | rtrac=17-18
| airfric=0.012 | rairfric=34-39
| air=1.22 | rair=11
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.06 | raddaccel=45-49
| gravity=0.137 | rgravity=7
| fall=1.87 | rfall=7
| ff=2.992 | rff=7
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.8 | rjumpheight=62
| shorthop=15.6 | rshorthop=52
| djump=33 | rdjump=48
}}
}}
===[[Announcer]] call===
<gallery>
Mythra English Announcer SSBU.wav|English
Mythra Japanese Announcer SSBU.wav|Japanese/Chinese/Korean
Mythra French Announcer SSBU.wav|French
Mythra Dutch Announcer SSBU.wav|Dutch
Mythra German Announcer SSBU.wav|German
Mythra Italian Announcer SSBU.wav|Italian
Mythra Russian Announcer SSBU.wav|Russian
Mythra Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Rex appears from the sky and tosses Mythra's Aegis Sword at her as she teleports onto the stage. She will hold out her hand or her Aegis Sword depending on whether she is facing right or left.
*Rex appears from the sky and tosses Mythra's Aegis Sword at her as she teleports onto the stage. She will hold out her hand or her Aegis Sword depending on whether she is facing right or left.
<gallery>
<gallery>
MythraOnScreenAppearanceSSBU.gif|Mythra's on-screen appearance
MythraOnScreenAppearanceSSBU.gif|Mythra's on-screen appearance.
</gallery>
</gallery>
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt:''' Rex appears behind her and pumps his fist up, saying "Come on, Mythra!" (shouting her name excitedly if the game's language is set to Japanese). She waves at Rex once while quietly giggling. Rex's animation is similar to the one he does while performing a Blade Special in ''Xenoblade Chronicles 2''.
*'''Up taunt''': Rex appears behind her and pumps his fist up, saying "Come on, Mythra!" (shouting her name excitedly if the game's language is set to Japanese). She waves at Rex once while quietly chuckling. Rex's animation is similar to the one he does while performing a Blade Special in ''Xenoblade Chronicles 2''.
*'''Side taunt:''' Holds the Aegis Sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself." ({{ja|覚悟なさい|Kakugo nasai}}) This is one of her quotes from ''Xenoblade Chronicles 2'', where she could randomly say this before using Photon Edge.
*'''Side taunt''': Holds the Aegis Sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself." ({{ja|覚悟なさい|Kakugo nasai}}) This is one of her quotes from ''Xenoblade Chronicles 2'', where she could randomly say this before using Photon Edge.
*'''Down taunt:''' Puts the Aegis Sword down while turning her back to the player and looking behind her towards the left, with wind blowing through her hair, saying "Think you can take me?" ({{ja|本気を見せてあげる|Honki wo misete ageru}}, ''I'll show you my true power.''). This references an infamous battle quote of the Ardainian Soldiers in ''Xenoblade Chronicles 2''. If facing left, the taunt is mirrored.
*'''Down taunt''': Puts the Aegis Sword down while turning her back to the player and looking behind her towards the left, with the wind blowing through her hair, saying "Think you can take me?" ({{ja|本気を見せてあげる|Honki wo misete ageru}}, ''I'll show you my true power.''). This references an infamous battle quote of the Ardainian Soldiers in ''Xenoblade Chronicles 2''. If facing left, the taunt is mirrored.
<gallery>
<gallery>
SSBUMythraTaunt1.gif|Mythra's up taunt.
SSBUMythraTaunt1.gif|Mythra's up taunt.
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*Turns her body to the side while shifting her foot forward, and grins.
*Turns her body to the side while shifting her foot forward, and grins.
<gallery>
<gallery>
SSBUMythraIdle1.gif|Mythra's first idle pose
SSBUMythraIdle1.gif|Mythra's first idle pose.
SSBUMythraIdle2.gif|Mythra's second idle pose
SSBUMythraIdle2.gif|Mythra's second idle pose.
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Holds the Aegis Sword to her side before doing two slashes and says "Called it." ({{ja|当然の結果ね|Touzen no kekka ne}}, ''This is a natural outcome.'') Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" ({{ja|やったね、ヒカリ!|Yatta ne, Hikari!}}) The two slashes that Mythra performs resemble her auto-attack animation in ''Torna ~ The Golden Country''. In team battles, Rex does not appear if the team has three or more characters.
*'''Left:''' Holds the Aegis Sword to her side before doing two slashes and says "Called it." ({{ja|当然の結果ね|Touzen no kekka ne}}, ''This is a natural outcome.'') Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" ({{ja|やったね、ヒカリ!|Yatta ne, Hikari!}},  Great job, Mythra!) The two slashes that Mythra performs resemble her auto-attack animation in ''Torna ~ The Golden Country''. In team battles, Rex does not appear if the team has three or more characters.
*'''Up:''' Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." ({{ja|最高潮!|Saikouchou!}}) Rex lands from above and holds his fist up.
*'''Up:''' Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." ({{ja|最高潮!|Saikouchou!}}, '' The climax!'') Rex lands from above and holds his fist up.
*'''Right:''' Mythra briefly morphs into Pyra, who does a pose and spins around while morphing back into Mythra, who does a finishing pose by extending the Aegis Sword out. Her pose comes from her [https://images-na.ssl-images-amazon.com/images/I/61l0pJaEooL._AC_SX569_.jpg official artwork and her figurine] with {{SSBU|Pyra}}. They both say "This is the power of the Aegis!" ({{ja|これが、私達の力ね|Korega, watashi tachi no chikara ne}}, ''This is our power!'') in unison, alternating their voices as they swap form.
*'''Right:''' Mythra briefly morphs into Pyra, who does a pose and spins around while morphing back into Mythra, who does a finishing pose by extending the Aegis Sword out. Her pose comes from her [https://images-na.ssl-images-amazon.com/images/I/61l0pJaEooL._AC_SX569_.jpg official artwork and her figurine] with {{SSBU|Pyra}}. They both say "This is the power of the Aegis!" ({{ja|これが、私達の力ね|Korega, watashi tachi no chikara ne}}, ''This is our power!'') in unison, alternating their voices as they swap.
[[File:Pyra&MythraVictoryThemeUltimate.ogg|thumb|A short excerpt of {{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2|Battle!!}}, the main battle theme from ''Xenoblade Chronicles 2''.]]
[[File:Pyra&MythraVictoryThemeUltimate.ogg|thumb|A short excerpt of {{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2|Battle!!}}, the main battle theme from ''Xenoblade Chronicles 2''.]]
<gallery>
<gallery>
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=={{SSBU|Classic Mode}}: Shared Destinies==
=={{SSBU|Classic Mode}}: Shared Destinies==
[[File:SSBU Congratulations Pyra-Mythra.png|thumb|Pyra/Mythra's congratulations screen.]]
[[File:SSBU Congratulations Pyra-Mythra.png|thumb|Pyra/Mythra's congratulations screen.]]
Referencing the duality of Pyra and Mythra, the pair's route features pairs of opponents who are the same or similar. This extends to [[Master Hand]] and [[Crazy Hand]] at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).
Referencing the fact that Pyra and Mythra share a body, the Aegis' route primarily features pairs of opponents who are canonically clones, or at the very least similar. This extends to [[Master Hand]] and [[Crazy Hand]] at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|5||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[The Great Cave Offensive]] (Battlefield form)|| ''{{SSBUMusicLink|Kirby|The Great Cave Offensive}}''||  
|5||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Meta Knight|SSBU|hsize=20px}}||[[The Great Cave Offensive]] (Battlefield form)|| ''{{SSBUMusicLink|Kirby|The Great Cave Offensive}}''||  
|-
|-
|6||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (x2)||[[Fountain of Dreams]] (Ω form)||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||The stage choice is a reference to the mid-boss room in the Water Temple where Link fights Dark Link in ''The Legend of Zelda: Ocarina of Time''.
|6||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (×2)||[[Fountain of Dreams]] (Ω form)||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||The stage choice is a reference to the mid-boss room in the Water Temple where Link fights Dark Link in ''The Legend of Zelda: Ocarina of Time''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 489: Line 532:
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
Line 539: Line 582:
==Gallery==
==Gallery==
<gallery>
<gallery>
Pyra & Mythra artwork.jpg|Artwork of Mythra and {{SSBU|Pyra}}, as posted by the official Nintendo of America Twitter account.
Mythra Awakens.png|Mythra's splash art.
Mythra Awakens.png|Mythra's splash art.
Mythra amiibo.png|Mythra's [[amiibo]].
PyraMythra unlock notice SSBU.jpg|Mythra and {{SSBU|Pyra}}'s unlock notice after downloading them from the [[Nintendo eShop]].
Pyra & Mythra artwork.jpg|Artwork of Mythra and Pyra, as posted by the official Nintendo of America Twitter account.
Smash Bros Promotion Mythra.png|Mythra from a Monolith Soft promotional video.
Smash Bros Promotion Mythra.png|Mythra from a Monolith Soft promotional video.
PyraMythra unlock notice SSBU.jpg|Pyra and Mythra's unlock notice after downloading them from the Nintendo eShop.
SSBUWebsitePyra1.jpg|With Pyra on [[Cloud Sea of Alrest]].
SSBUWebsitePyra1.jpg|With Pyra on [[Cloud Sea of Alrest]].
SSBUWebsitePyra2.jpg|Posing on [[Temple]].
SSBUWebsitePyra2.jpg|Posing on [[Temple]].
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**The internal codename "element" is used for code/files shared between the two, such as their [[victory theme]] or movement animations.
**The internal codename "element" is used for code/files shared between the two, such as their [[victory theme]] or movement animations.
**Additionally, any files that pertain to [[Rex]] are codenamed "diver", referencing his occupation as a salvager.
**Additionally, any files that pertain to [[Rex]] are codenamed "diver", referencing his occupation as a salvager.
*Mythra's appearance is altered compared to her default appearance in ''Xenoblade Chronicles 2''—she wears black spandex over her legs and back, and the normally open gap in the blouse of her dress is closed up. This design originally came from her spirit in the base game, which was changed due to age ratings. It was later added to ''Xenoblade Chronicles 2'' as the [[xenoserieswiki:Massive Melee Mythra|"Massive Melee Mythra" costume]], which means her design in ''Ultimate'' is based off a costume that was created directly from her appearance in ''Ultimate''.
*Mythra's appearance is altered compared to her default appearance in ''Xenoblade Chronicles 2''—she wears black spandex over her legs and back, and the normally open gap in the blouse of her dress is closed up. This design originally came from her spirit in the base game, which was changed due to age ratings. It was later added to ''Xenoblade Chronicles 2'' as the [[xenoserieswiki:Massive Melee Mythra|"Massive Melee Mythra" costume]].
*Pyra and Mythra are the fourth team of characters to share a character slot via transformation, the first three being Zelda and Sheik in ''Melee'' and ''Brawl'', {{SSBB|Samus}} and {{SSBB|Zero Suit Samus}} in ''Brawl'', and [[Pokémon Trainer]] with [[Squirtle]], [[Ivysaur]], and [[Charizard]].
*Pyra and Mythra are the fourth team of characters to share a character slot via transformation, the first three being Zelda and Sheik in ''Melee'' and ''Brawl'', {{SSBB|Samus}} and {{SSBB|Zero Suit Samus}} in ''Brawl'', and [[Pokémon Trainer]] with [[Squirtle]], [[Ivysaur]], and [[Charizard]].
**They are the first DLC characters to be transformations.
**They are the first DLC characters to be transformations.
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**Pyra and Mythra have their own separate announcer calls used on the [[character selection screen]] and their [[victory pose]]s.
**Pyra and Mythra have their own separate announcer calls used on the [[character selection screen]] and their [[victory pose]]s.
**Both Pyra and Mythra are shown on the [[versus splash screen]], though higher numbers of players will only show the one in front instead.
**Both Pyra and Mythra are shown on the [[versus splash screen]], though higher numbers of players will only show the one in front instead.
**Their fighter spirits must separately be obtained, with the Blade chosen as the front on the Classic Mode character selection being the one that gets the spirit. The Pokémon Trainer obtains Squirtle's, Ivysaur's, and Charizard's fighter spirits all at once, while both the male and female Pokémon Trainer spirits must be purchased from the [[shop]].
**Their fighter spirits must separately be obtained, with the Blade chosen as the front on the Classic Mode character selection is the one that gets the spirit. The Pokémon Trainer obtains Squirtle's, Ivysaur's, and Charizard's fighter spirits all at once, while both the male and female Pokémon Trainer spirits must be purchased from the [[shop]].
**Swapping between the two changes the stock icon to the one currently being used, akin to {{SSBM|Zelda}} and {{SSBM|Sheik}} in ''Melee''. However, in [[Squad Strike]], the stock icon always displays the one who started in the match.
**Swapping between the two changes the stock icon to the one currently being used, akin to {{SSBM|Zelda}} and {{SSBM|Sheik}} in ''Melee''. However, in [[Squad Strike]], the stock icon always displays the one who started in the match.
**Pyra and Mythra do not appear in Spirit Battles as separate fighters, only appearing in the battle for their combined form Pneuma as a single transforming character.
**Pyra and Mythra do not appear in Spirit Battles as separate fighters, only appearing in the battle for their combined form Pneuma as a single transforming character.
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**Furthermore, both Mythra and Min Min's Spirit Battles utilize {{SSBU|Corrin}} as a Puppet Fighter.
**Furthermore, both Mythra and Min Min's Spirit Battles utilize {{SSBU|Corrin}} as a Puppet Fighter.
*Pyra and Mythra's reveal trailer is the first one to not be directed by [[Masahiro Sakurai]]. Instead, it was outsourced to [[Monolith Soft]], the developers of the ''Xenoblade Chronicles'' series.
*Pyra and Mythra's reveal trailer is the first one to not be directed by [[Masahiro Sakurai]]. Instead, it was outsourced to [[Monolith Soft]], the developers of the ''Xenoblade Chronicles'' series.
*Pyra and Mythra mark the second time in Ultimate that multiple characters share the same slot in the character selection screen while having different Fighter Numbers, with the first being the {{SSBU|Pokémon Trainer}}'s Pokémon. The [[Mii Fighter]]s could also follow this trend but can be separated.
*According to [[Masahiro Sakurai]], the development team considered having Rex fighting alongside Pyra and Mythra, but this was decided against due to the difficulty the team had with the {{SSBU|Ice Climbers}} in contexts such as [[8-Player Smash]]. Sakurai specifically cited the far more complicated design and abilities of Pyra and Mythra compared to the Ice Climbers' relatively simple appearance and moveset.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4</ref> Another issue was getting both characters to move at the same time which the development team found was impossible to do; similarly, it was deemed too difficult to implement Rex as the main fighter with Pyra behind him. This ultimately led to Rex being reduced to a smaller supporting role and Mythra being included along with Pyra with the two being able to [[swap]] instead.<ref>https://www.nintendoenthusiast.com/sakurai-considered-rex-and-pyra-as-a-duo-character-for-super-smash-bros-ultimate/</ref>
*According to [[Masahiro Sakurai]], the development team considered having Rex fighting alongside Pyra and Mythra, but this was decided against due to the difficulty the team had with the {{SSBU|Ice Climbers}} in contexts such as [[8-Player Smash]]. Sakurai specifically cited the far more complicated design and abilities of Pyra and Mythra compared to the relatively simple appearance and moveset of the Ice Climbers.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4</ref> Another issue was getting both characters to move at the same time which the development team found was impossible to do; similarly, it was deemed too difficult to implement Rex as the main fighter with Pyra behind him. This ultimately led to Rex being reduced to a smaller supportive role and Mythra being included along with Pyra with the two being able to [[swap]] instead.<ref>https://www.nintendoenthusiast.com/sakurai-considered-rex-and-pyra-as-a-duo-character-for-super-smash-bros-ultimate/</ref>
*Similarly to fellow clone newcomers {{SSBU|Chrom}} and {{SSBU|Dark Samus}}, Mythra has a unique animation solely used to transition from Pyra's idle animation to her own one after performing various animations.
*Similarly to fellow clone newcomers {{SSBU|Chrom}} and {{SSBU|Dark Samus}}, Mythra has a unique animation solely used to transition from Pyra's idle animation to her own one after performing various animations.
*With a running speed value of 2.41, Mythra is the fastest DLC newcomer in ''Ultimate'' and the fastest newcomer overall.
*When swapping to Mythra from Pyra after Mythra appears, she has a chance of saying "You're done"; this can be seen as a second reference to the Ardainian Soldiers' battle quotes, the first being her down taunt.
*Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" ({{ja|やられた|Yarareta}}, ''I've been finished...'')
*Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" ({{ja|やられた|Yarareta}}, ''I've been finished...'')
*When fighting both 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.
*When KO'd by reaching 0 HP during her final stock in [[Stamina Mode]], Mythra uses one of her heavy knockback voice clips instead of her standard KO voice clip. This trait is shared with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice.
*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|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, Pyra, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]].
*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]].
*Both Mythra and Pyra are the only characters from Fighters Pass Vol. 2 not to have a [[stall-then-fall]] down aerial attack.
*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:
*When holding certain items, Mythra will briefly have Pyra's holding item stance (before reverting back to her own) after certain actions.
**The angle of Pyra's down aerial was altered to be more intuitively appealing.
**The effects of [[Foresight]] was changed to add an after image for visual clarity.
**The polygon count of the tip of the {{iw|xenoserieswiki|Aegis}} blade was increased during Mythra's [[victory animation]] to look better.
**Mythra's position during [[Sacred Arrow]] was changed to raise the Aegis slightly higher to not look like she is impaling opponents.


==References==
==References==
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