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Mythra (SSBU)

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This article is about Mythra's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mythra.
Mythra
in Super Smash Bros. Ultimate
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XenobladeSymbol.svg
Universe Xenoblade Chronicles
Shares character slot with Pyra
Availability Downloadable
Final Smash Sacred Arrow
MythraHeadSSBU.png
Mythra Awakens!
—Introduction tagline

Mythra (ヒカリ, Hikari) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character alongside Pyra during the February 17th, 2021 Nintendo Direct, and was released on March 4th, 2021 as part of Fighters Pass Vol. 2. Mythra is classified as Fighter #80.

Skye Bennett reprises her role as Mythra in English, while Shino Shimoji reprises her role in Japanese.

Attributes

Mythra is the faster Blade of the duo, possessing vastly superior speed and overall frame data. A light-middleweight, Mythra boasts the eleventh fastest air speed, eighth fastest walk speed, seventh fastest fall speed, and fifth fastest dash. Combined with her overall fast moveset, Mythra is most similar to Sheik or Fox with combos and juggling abilities; a rushdown character.

Mythra's moveset is primarily designed around winning neutral. Her jab is frame 2, making it an excellent tool to shut down slower close-range attacks. Her dash attack covers a large distance and is frame 9, making it a good option to approach or punish landing lag. True to a combo-oriented character, she also possesses several combo starters in her tilts: down tilt is very lagless and deals very little knockback even at high percents, allowing it to combo into most of her standard moveset, up tilt can combo into itself or most of her aerials, and even forward tilt can combo at low to mid percents. Good spacing also renders her tilts difficult to punish. Mythra can generally follow up with her equally fast aerial moves. All of her aerials have good autocancel windows, and except for down air, all of her aerials are frame 10 or faster. Neutral air hits three times and provides good coverage all around her. Forward air and back air are good combo finishers (and in certain circumstances back air can be followed up on), covering a decent area in front and behind her. Up air is a good juggle move, and has an extremely generous autocancel window, even more than the other aerials) While down air cannot spike, it is her most damaging aerial if hit with the first half of the move and possesses the most kill power of her aerials. Mythra's smash attacks are (by far) her best options for KOs. They are relatively fast for smash attacks, with forward smash being frame 14, up smash frame 9, and down smash frame 8. However, they kill only at moderately high percents, even when fully charged.

Finally, Mythra's specials enhance her rushdown playstyle. Photon Edge is similar to Sephiroth's Octaslash, covering a good portion of the stage, except Mythra also teleports several times while using the move, making Mythra incredibly difficult to challenge while using the special. Lightning Buster is frame 9 and can take stocks at around 100% with a mild charge, and can be used off-stage as a mixup to cover airdodges. Ray of Punishment starts on frame 10, and combos into the resulting projectile(s) from itself or Chroma Dust. As a recovery, it is capable of sweetspotting while rising, and if Mythra goes past the ledge, the projectiles can somewhat cover her ledge grab. And of course, Mythra can Swap to Pyra, exchanging Mythra's aforementioned speed with Pyra's overwhelming strength.

In addition to her moveset, Mythra also possesses Foresight, which functions similar to Bayonetta's Bat Within. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes half damage and no knockback, and the opponent suffers additional lag, allowing Mythra a free combo 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 Pyra remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably kills at the ledge at 150%. In this sense, she is similar to Sheik, both sharing a great rushdown but mostly lacking in launching power. Also, her range is only average for a sword character, and she lacks a projectile outside of her up special, meaning she can struggle with zoners despite her agility.

Her special moves also possess weaknesses. While Lightning Buster is a potential KO option, it only covers one side of Mythra, 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. Ray of Punishment also covers mediocre vertical distance and little horizontal distance, although Mythra does have decent horizontal drift afterwards.

Disadvantages can also be difficult for Mythra, though doable with Foresight. Her fast fall speed renders her susceptible to juggles, and her mediocre air acceleration can make her dependent on Photon Edge to recover. Mythra is also susceptible to semispikes, as she will be too low to use Photon Edge, and likely won't be able to cover the required horizontal distance with Ray of Punishment. And unlike Pokemon Trainer's Pokemon Change, Swap does not grant intangibility until frame 6, and is overall an inferior method for escaping juggles or combos compared to dodging with Foresight. (In addition, Pyra's disadvantage is even worse than Mythra's.)

Mythra's grabs are also subpar. Down throw is her most damaging throw, and at low percents confirms into up air, and forward throw can confirm into dash attack. However, at medium to higher percents, her throw combos are not true and she does not gain much from them. None of her throws reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.

Overall, Mythra excels at racking up damage with her rushdown playstyle. She has a good combo tree and for the most part, dictates the pace of neutral. However, she heavily relies on Pyra to finish stocks, as Mythra herself lacks good options to close them out.

Due to Mythra having only recently been released, it has yet to be seen how Mythra is played professionally, online or offline.

Moveset

  • Mythra is tied to Pyra as a two-in-one fighter, similar to how Zelda and Sheik function in Melee and Brawl. She can transform into Pyra quickly using her down special, Swap to Pyra.
  • Pyra and Mythra are semi-clones of each other, with all of their non-special moves having similar animations but having different frame data, damage, and knockback. Following the archetypical traits of a transforming character, Mythra is the "fast but weak" of the duo. Also, their remaining special moves are all unique.
  • In a similar fashion to Palutena, Cloud, and Sephiroth, Mythra walks normally but floats during her dash.
  • Mythra has a fighter ability in Foresight, a tight dodge mechanic similar to Bayonetta's Bat Within mechanic, which is activated by dodging much like the latter, while having a slow-down effect on opponents.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A knife-hand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by a series of light bursts that conclude with a larger blast that launches opponents. Mythra's fastest move, with the first hit connecting on frame 2.
2%
4%
0.4% (infinite),
3% (finisher)
Forward tilt   5.5% An outward slash. It is very quick like her other attacks. It launches diagonally upward, allowing it to combo into itself and potentially into other attacks.
Up tilt   4% An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials.
Down tilt   4% (sword),
3% (arm)
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.
Dash attack   8.5% (sword),
7% (arm)
A delayed, running upward slash. It is moderately fast at frame 9 and Mythra travels a decent distance using the move, making it great for closing in gaps and punishing landings.
Forward smash   13.5% A lunging, two-handed downward slash in front of Mythra. It comes out very fast for a smash attack, coming out at frame 11 when uncharged. When fully charged, the move can KO at the edge at around 65%, and uncharged at around 85%.
Up smash   2% (launcher),
1.5% (hits 2-4),
6% (last hit)
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. A full charge KOs at around 100%, while uncharged at around 135%. 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, as well as function as a great anti-air due to its long duration.
Down smash   10.5% (sword),
7.5% (kick)
Kneels and slashes around herself while performing a spinning pirouette, stretching her left leg to kick around herself simultaneously. Hits on both sides of Mythra simultaneously, with the sword being stronger while the pirouette kick is much weaker. Starts KOing on a full charge at 80%, while uncharged starts KOing at about 110%.
Neutral aerial   2% (hit 1),
3% (hits 2-3), 4% (landing)
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 Piranha Plant's. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals.
Forward aerial   7% A spinning outward slash in front of herself. Has a moderately wide hitbox suitable for catching jumps and for edgeguarding or gimping recoveries. Cannot autocancel in a short hop.
Back aerial   7.5% (clean),
6.5% (late)
Flips while slashing in an upwards arch starting from below herself. It launches vertically, making it a good combo starter on landing. Autocancels in a short hop.
Up aerial   6% An overhead crescent slash that ends in a delayed somersault, resembling the up aerials of most of the Fire Emblem characters. The move has very low overall lag, allowing it to combo into itself multiple times. Autocancels in a short hop fast fall. The hitbox is deceptive, as despite resembling moves such as Lucina's up aerial, it mostly only hits directly above Mythra.
Down aerial   8% (clean),
6% (late)
A delayed, upside down outward slash, resembling Marth's from Melee and Brawl. Unlike Pyra's down aerial, it cannot meteor smash, instead launching opponents horizontally.
Grab   Clinches the opponent, restraining them with telekinesis.
Pummel   1.5% Blasts the opponent with light from her hands.
Forward throw   3% (hit 1),
2.5% (throw)
Quickly blasts the opponent away with a light energy blast.
Back throw   3% (hit 1),
2.5% (throw)
Turns around with the opponent and kicks them away.
Up throw   4% Telekinetically throws the opponent upward.
Down throw   4% (hit 1),
3% (throw)
Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow Xenoblade character Shulk's down throw. Mythra's combo throw, able to lead into aerials and Ray of Punishment/Chroma Dust. Visually, it appears to resemble an abridged version of Pyra's Prominence Revolt, without the fiery effect and visuals.
Floor attack (front)   7% Slashes around herself while getting up.
Floor attack (back)   7% Slashes around herself while getting up.
Floor attack (trip)   5% Slashes around herself while getting up.
Edge attack   9% Slashes in front of herself while climbing up.
Neutral special Lightning Buster 0.5% (charging loop),
2% (hits 1-3, uncharged),
6% (hit 4, uncharged),
4% (hits 1-4, fully charged),
17% (hit 5, fully charged)
Raises the Aegis Sword in the air, charging light energy, before unleashing a series of slashes in front of herself, with the last hit launching the opponent. The raised sword itself can deal little damage while charging the attack if the opponent touches it. The move can be charged to deal more damage, and a fully charged Lightning Buster adds an additional hit and increases the move's range, while also having a hitbox on the charging blade, similarly to Corrin's forward smash. Unlike Pyra's Flame Nova, its range is primarily centered in front of Mythra, though the move can be reversed by tilting the control stick in the opposite direction. However, it also renders Mythra intangible for a short period of time when she releases the attack. It is Mythra's strongest move in terms of launching power, capable of killing at approximately 50% on a full charge. Hitting an opponent while in the air will stall Mythra's descent.
Side special Photon Edge 2% (hit 1),
2.5% (hits 2-5),
7% (hit 6)
Charges forward while slashing six times in front of herself in quick succession, teleporting each time she 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 each time she reappears. 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. It can be used in the air for recovery, though Mythra will become helpless afterwards. Similar to Sephiroth's Octaslash.
Up special Ray of Punishment / Chroma Dust 7% (slash),
2% (Ray of Punishment, hit 1),
4.5%, (Ray of Punishment, hit 2 near),
3% (Ray of Punishment, hit 2 far),
2.5% (Chroma Dust)
Jumps while performing an uppercutting slash, similar to Dolphin Slash, then fires blasts of light 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 blast of green and yellow light 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 that have less power, smaller hitboxes, and do not burst, but cover a larger area in a fan pattern. The blasts of light are Mythra's only projectile; they have long range, 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 a good horizontal range and comes out on frame 10, making the move Mythra's best out of shield option.
Down special Swap Transforms into Pyra. Unlike Pokemon Trainer's Pokemon Change, Mythra does not gain frame 1 intangibility, instead becoming intangible starting on frame 6. Also does not stall Mythra/Pyra's fall.
Final Smash Sacred Arrow 8% (hit 1),
7% (hit 2),
2.5%/1.7% (hits 3-18),
10% (hit 19)
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.

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 if she is facing right or left respectively.

Taunts

  • Up taunt; Rex appears behind her and pumps his fist up, saying "Come on, Mythra!". She waves at Rex once while silently giggling. Rex's animation is similar to the one he does while performing a Blade Special in Xenoblade Chronicles 2.
  • Side taunt; Holds her sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself". This is one of her quotes from Xenoblade Chronicles 2, where she could randomly say this before using Photon Edge.
  • Down taunt; Puts her sword down while turning her back to the player and looking behind her towards the left, saying "Think you can take me?!". This references a popular battle quote of the Ardainian Soldiers in Xenoblade Chronicles 2. If facing left, the taunt is mirrored.

Victory poses

  • 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 official artwork and her figurine with Pyra. They both say "This is the power of the Aegis!" in unison, alternating their voices as they swap form.
  • Left: Holds the Aegis Sword to her side before doing two slashes and says "Called it." Rex will jump in next to her and hold a fist up, saying "You show 'em, Mythra!" The two slashes that Mythra performs look similar to her auto-attack animation in Torna ~ The Golden Country.
  • Up: Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." Rex lands from above and holds a fist up.
A short excerpt of the main battle theme from Xenoblade Chronicles 2.

Classic Mode: Shared Destinies

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).

Round Opponent Stage Music Notes
1 ZeldaHeadSSBU.png Zelda and SheikHeadSSBU.png Sheik Temple (Battlefield form) Ocarina of Time Medley A reference to Pyra and Mythra's ability to Swap being akin to Zelda and Sheik's ability to Transform in Melee and Brawl.
2 SamusHeadSSBU.png Samus and DarkSamusHeadSSBU.png Dark Samus Frigate Orpheon Multiplayer - Metroid Prime 2: Echoes
3 PitHeadSSBU.png Pit and DarkPitHeadSSBU.png Dark Pit Reset Bomb Forest Dark Pit's Theme
4 RyuHeadSSBU.png Ryu and KenHeadSSBU.png Ken Suzaku Castle (Ω Form) M. Bison Stage Type A Stamina battle. 150 HP.
5 KirbyHeadSSBU.png Kirby and MetaKnightHeadSSBU.png Meta Knight The Great Cave Offensive (Battlefield Form) The Great Cave Offensive
6 LinkHeadSSBU.pngLinkHeadBlackSSBU.png Link (x2) Fountain of Dreams (Ω Form) 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.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination You Will Recall Our Names

Credits roll after completing Classic Mode. Completing it as Mythra has Xenoblade Chronicles 2 Medley accompany the credits.

Role in World of Light

The message that appears after unlocking Pyra and Mythra on World of Light.
The message that shows Pyra and Mythra's availability in World of Light
Mythra's spirit in World of Light.
The Mythra spirit in World of Light

Despite their status as downloadable content, Pyra and Mythra do have a legitimate role in World of Light, as they appear in the base game as spirits in the Light Realm and the Final Battle respectively, meaning that they were vaporized by Galeem. The Mythra spirit is called as reinforcements by Galeem and is placed directly in front of Palutena and the real Master Hand, making her an obligatory fight to achieve the true ending. Defeating this spirit does not unlock her and Pyra as a playable character; rather, they are unlocked after downloading them and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.

Spirits

Mythra's fighter spirit can be obtained by completing Classic Mode; however, Mythra must be the one chosen as the front on the character selection screen to get her spirit. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Mythra (Fighter)".

Additionally, Mythra has a support spirit as part of Ultimate's base game.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
1,465
SSBU spirit Pneuma.png
Pneuma Xenoblade Chronicles Series Pyra/Mythra PyraHeadGreenSSBU.png/MythraHeadGreenSSBU.png
Shulk ShulkHeadBlueSSBU.png
Grab
13,400 Cloud Sea of Alrest •Metal Shift
•Move Speed ↑
•Sudden Final Smash
•The enemy will suddenly have a Final Smash after a little while
•The enemy will occasionally turn metal when the enemy's at high damage
Stamina battle
Counterattack

Alternate costumes

PyraMythra Palette (SSBU).png
MythraHeadSSBU.png MythraHeadGreenSSBU.png MythraHeadSwappedSSBU.png MythraHeadGormottiSSBU.png MythraHeadBlackSSBU.png MythraHeadBlueSSBU.png MythraHeadSaturatedSSBU.png MythraHeadMetalSSBU.png

Reveal trailer

Gallery

Trivia

  • Mythra's internal codename is "light". Like Hero's "brave" and Pyra's "flame", it is a literal translation of Mythra's Japanese and Chinese names.
  • 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 “Massive Melee Mythra” costume, which means her design in Ultimate is based off a costume that was created directly from her appearance in Ultimate.
  • 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, Samus and Zero Suit Samus in Brawl, and Pokémon Trainer with Squirtle, Ivysaur, and Charizard.
    • Unlike Zelda and Sheik or the Pokémon Trainer, Pyra and Mythra have separate Final Smashes. The only other transforming characters with this distinction are Samus and Zero Suit Samus in Brawl, although their Final Smashes were the cause of their transformation. Zelda and Sheik in Brawl had the same Final Smash, but with slightly altered physics.
    • They are the first DLC characters to be transformations.
    • They are the first transforming characters to be semiclones of each other.
  • Unlike Pokémon Trainer:
    • Pyra and Mythra have their own separate announcer calls used on the character selection screen and their victory poses.
      • Despite Rex being a non-playable entity present for both Pyra and Mythra similar to the actual Trainer, he only appears for taunts and Final Smashes, and is not used to represent the character slot as a whole. This may be because Rex partook in combat within his game of origin, but does not do so in Ultimate, while the player characters in mainline Pokémon games never fight directly.
    • 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.
    • Swapping between the two changes the stock icon to the one currently being used, akin to Zelda and Sheik in Melee. With Pokémon Trainer, this can only be done through hacks.
    • 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.
  • Succeeding Min Min, Pyra and Mythra are the second and third characters that are both spirits and playable.
    • Notably, their games of origin were in consideration to have playable fighters for the base game, but the base game roster had already been finished by then, making the idea unfeasible.
    • Additionally, all three are female and debuted on the Nintendo Switch System.
    • Likewise, both Mythra and Min Min's Spirit Battles utilize the Corrin 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 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 Pokémon Trainer's Pokémon. The Mii Fighters could also follow this trend but can be separated.
  • While most of Pyra and Mythra's specials are based directly off their Blade Specials as they appear in Xenoblade Chronicles 2, Chroma Dust is instead derived from one of Mythra's Blade Specials in the prequel expansion Torna ~ The Golden Country.
  • Pyra and Mythra are the fourth and fifth characters to have a Smash 4-styled poster to promote their inclusion as a playable fighter, following Inkling, Terry, and Min Min.
  • Pyra and Mythra are the only characters whose official renders do not cast a shadow, and one of three whose render and alternate costumes on the official website do not cast a shadow, the others being Bowser Jr. and Banjo & Kazooie.
  • Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" (やられた, I've been finished...)
  • Mythra and Steve are currently the only DLC fighters in Ultimate whose down aerials are incapable of meteor smashing.
  • When KO'd by reaching 0 HP during her final stock in Stamina Mode, Mythra uses her heavy knockback scream rather than her standard KO scream. This trait is shared with Mario, Dr. Mario, Hero, Terry, Byleth, Min Min, Sephiroth, and Pyra.
  • Excluding use of a Boss Galaga, Mythra is the one of few fighters who reuses their regular tumbling animation while being Star KO'd, much like how Star KOs acted in Smash 4; she shares this trait with Shulk, Cloud, Corrin, Inkling, Incineroar, Joker, Min Min and Pyra.