Mythra (SSBU): Difference between revisions

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|neutral3dmg=4%
|neutral3dmg=4%
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutralinfdmg=0.4% (loop),<br>3% (last)
|neutraldesc=A knife-hand 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 ether. It is Mythra's fastest move, due to its first hit coming out on frame 2. Holding down the button causes her to repeat the first hit.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=5.5%
|ftiltdmg=5.5%
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|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 to punish ledge re-grabs or 2 frames.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=8.5% (sword),<br>7% (arm)
|dashdmg=8.5% (sword),<br>7% (arm)
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|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. 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)
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