Mythra (SSBU): Difference between revisions

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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 her forward, spot dodge, and back rolls starting on frames 7 for the 2 former dodges and 8 for the latter, making 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 dowards instead of remaining in place, which may lead to a self destruct. Additionally, if it is activated during her directional air dodge, she travel a reduced distance than what she will normally have, and will still suffer the entire ending lag of the dodge. Unlike regular directional air dodges, in this state, she is even unable to grab ledges due to the ending lag being considered as part of the move's animation and it 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 her forward, spot dodge, and back rolls starting on frames 7 for the 2 former dodges and 8 for the latter, making 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 dowards instead of remaining in place, which may lead to a self destruct. Additionally, if it is activated during her directional air dodge, she travel a reduced distance than what she will normally have, and will still suffer the entire ending lag of the dodge. Unlike regular directional air dodges, in this state, she is even unable to grab ledges due to the ending lag being considered as part of the move's animation and it being impossible to interupt in any way until it is completed.


Perhaps Mythra's single biggest weakness, however, is her very explotiable 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 and doesn't protect her from above, and her recovery using her directional air dodge is risky to the Foresight mechanic 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 explotiable 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 and doesn't protect her from above, and her recovery using her directional air dodge is risky to the Foresight mechanic 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.


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 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.  
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