Firox
Smash Master
- Joined
- Jan 7, 2019
- Messages
- 3,336
So I've only had about an hour or so to tinker with Pythra, but here's my early take:
Mythra: This girl is stupidly fast, like, bordering on comical levels of speed. She's like Roy on steroids. That said, she does hit like a pillow and the knockback on almost all of her attacks puts people in this up-and-out trajectory that makes it incredibly difficult to kill with anything but Fsmash and a charged Neutral B (interestingly, she has very low friction with the ground allowing for a sliding charged B attack). Foresight is cool but surprisingly hard for me to trigger at will. She's got a lot of combos and follow ups, but I find her range to be surprisingly lacking and as others have said, her recovery is meh but I find her Side B to be a surprisingly good alternative to Up B when people are camping right at the ledge. I'm also not a huge fan of both her and Pyra's Fair/Bair animations. They swipe upward instead of downward like most swordies which makes it sometimes difficult to nail landing hits. And remember when I though the Nair might be broke? It ain't. Multi-hit is nice and the hitbox is OK, but the knockback is difficult to follow up and the range is surprisingly poor as I mentioned before. Definitely a far cry from Palu or Sm4sh Cloud's Nairs.
Pyra: Ganondorfian amounts of strength, able to kill pretty much any medium-weight or above at 80-90% with just about anything. Unfortunately, she's hard balanced with terrible mobility and the hit box on her neutral B is frustratingly small. Can't tell you how many times I try to land the neutral B, both grounded and aerial charged, but the opponent just slapped me out of it with a tap to my head or feet. It's basically a crappier version of Hero's Kazap minus the super armor (which makes all the difference). Also, her Up B seems to have a wonky hitbox on the way back down allowing some characters to fall out of it and avoid the crushing blow at the end. Still, she's definitely the go-to pick when it's time to close out a stock.
Obviously, with more practice and finesse, I could see them being easily high tier or above if for nothing else due to their versatility and being fairly good at their individual roles. Disjoints are always an advantage as well. That said, my initial impression is that they are far from broken and I predict they will still struggle against characters that can outstrip their strengths (ie, zoners canceling out mobility advantage or fast characters outmaneuvering Pyra when it's time to finish them off).
Mythra: This girl is stupidly fast, like, bordering on comical levels of speed. She's like Roy on steroids. That said, she does hit like a pillow and the knockback on almost all of her attacks puts people in this up-and-out trajectory that makes it incredibly difficult to kill with anything but Fsmash and a charged Neutral B (interestingly, she has very low friction with the ground allowing for a sliding charged B attack). Foresight is cool but surprisingly hard for me to trigger at will. She's got a lot of combos and follow ups, but I find her range to be surprisingly lacking and as others have said, her recovery is meh but I find her Side B to be a surprisingly good alternative to Up B when people are camping right at the ledge. I'm also not a huge fan of both her and Pyra's Fair/Bair animations. They swipe upward instead of downward like most swordies which makes it sometimes difficult to nail landing hits. And remember when I though the Nair might be broke? It ain't. Multi-hit is nice and the hitbox is OK, but the knockback is difficult to follow up and the range is surprisingly poor as I mentioned before. Definitely a far cry from Palu or Sm4sh Cloud's Nairs.
Pyra: Ganondorfian amounts of strength, able to kill pretty much any medium-weight or above at 80-90% with just about anything. Unfortunately, she's hard balanced with terrible mobility and the hit box on her neutral B is frustratingly small. Can't tell you how many times I try to land the neutral B, both grounded and aerial charged, but the opponent just slapped me out of it with a tap to my head or feet. It's basically a crappier version of Hero's Kazap minus the super armor (which makes all the difference). Also, her Up B seems to have a wonky hitbox on the way back down allowing some characters to fall out of it and avoid the crushing blow at the end. Still, she's definitely the go-to pick when it's time to close out a stock.
Obviously, with more practice and finesse, I could see them being easily high tier or above if for nothing else due to their versatility and being fairly good at their individual roles. Disjoints are always an advantage as well. That said, my initial impression is that they are far from broken and I predict they will still struggle against characters that can outstrip their strengths (ie, zoners canceling out mobility advantage or fast characters outmaneuvering Pyra when it's time to finish them off).
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