Mythra (SSBU): Difference between revisions

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(Whether you have a good reason for it or not, a pummel and throw being a magic-type attack is not obviously meritous enough on its own to be presented without context as a reason these moves ought to have kill power)
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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.  


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, 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}}.
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}}.
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