Hydreigonfan01
Smash Master
- Joined
- Aug 24, 2018
- Messages
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Sonic can act out instantly if Mythra uses foresight on Spindash LMFAOOOOO pic.twitter.com/NkPRA9SeB9
— UR2SLOW (@UR2SLOW_) March 6, 2021
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Sonic can act out instantly if Mythra uses foresight on Spindash LMFAOOOOO pic.twitter.com/NkPRA9SeB9
— UR2SLOW (@UR2SLOW_) March 6, 2021
I don't know about the others but I think Mythra is significantly scarier as ROB. He has difficulties landing as is, and when you can't even threaten neutral air because Mythra easily outspeeds and outranges it it becomes a nightmare to land. You end up resetting to ledge...at which point Pyra comes out to play.Pyra is the character to use against certain projectile-heavy characters. Blazing End is really helpful against characters like Snake, ROB, Olimar, Link, etc and she also has superior range to neuter their projectiles with.
Some matchups flip the dynamic of "Mythra neutral, Pyra advantage".I don't know about the others but I think Mythra is significantly scarier as ROB. He has difficulties landing as is, and when you can't even threaten neutral air because Mythra easily outspeeds and outranges it it becomes a nightmare to land. You end up resetting to ledge...at which point Pyra comes out to play.
I think both are strong against ROB in advantage but in different situations. Pyra's juggling is less scary because she can't chase your movement as easily, and she doesn't have the luxury of being able to frame trap whatever option you chose to the move she commits to. Her ledgetrapping is where I think she really shines.Some matchups flip the dynamic of "Mythra neutral, Pyra advantage".
Are you a mathematician by any chance? Somehow, I get that sense.Blazing End miss is such a unique disadvantage state. Fascinating how sometimes the plan is to retreat, and sometimes the winning move is to use your hitbox wheel as a barrier.
I also love how recovering high over Blazing End edgeguards is such a pronounced natural counter. There are a lot of characters with high recovery pathways that rarely see practical use, but have a big relevance here. For example, Mythra herself would rarely want to Photon Edge high (well above the stage) to recover, but it's the consistent way--and at times the only way--around Blazing End.
Of course he can, he is Sonic. after all.Sonic can ignore Mythra's Foresight.
The nerfs are nice but they're largely a slap on the wrist of a character with so many strengths. ZSS will be fine, I imagine, though it may be difficult to tell as she has never seemed as popular as her strength would suggest - though in part that does come down to her being (obvious silly moves aside) a not so straightforward character in my opinion.Of course he can, he is Sonic. after all.
I am curious to see, how relevant ZSS will remain. The nerfs to nair and UpB are actually huge. Especially when you parry her nair you can tell how laggy that move now has become. Mind you, she is still pretty good, but I think she is the most likely to slowly fall out of the top tier meta.
Speaking of matchups, I've fought Pyra/Mythra a bit as Luigi, and I have some miscellaneous thoughts on that matchup after playing it a bit.SNIP
Let me just say, fighting a Mythra who knows how to foresight projectiles on reaction feels very different than fighting one who doesn'tFireballs can catch her when approaching and her hitboxes aren't too threatening unless she manages to get within mid or close range of Luigi.
Totally agree. She was literally the first DLC character I picked up and still thought was over-tuned after the initial "honeymoon" period. The others I thought were broke for a matter of hours or maybe days, but going on a week, my opinion of Pythra only continues to rise. In the right hands, no doubt whatsoever that they'll be top 15 in the game EASY. If MKLeo picks her up, guaranteed that 90% of the competitive scene will start crying that she's Brawl Metaknight status (which I don't honestly believe they are, but are definitely top 5 material if used optimally).Mythra is the first time I've been seriously concerned about a character's balance on-release. Hope I'm wrong lol but she doesn't seem okay at all.
Diddy Kong has a decent chance of being losing, no? Also Greninja? And there's been some talk in the Sephiroth Discord lately that Sephiroth might win the MU. He edgeguards them really well, plays neutral quite well vs them (by playing defensively), and One Wing is super good as always.Relevant matchups that might be bad:
Yeah I can see Sephiroth. Personally I see it as even myself because Mythra does do a pretty good job sticking close to Sephiroth once she's in and her mobility is a problem for him. But he can also keep her out well and he has an already very strong edgeguard game so against Mythra he can end stocks pretty effortlessly offstage. It's a pretty extreme match where both characters can abuse each other's weaknesses wellDiddy Kong has a decent chance of being losing, no? Also Greninja? And there's been some talk in the Sephiroth Discord lately that Sephiroth might win the MU. He edgeguards them really well, plays neutral quite well vs them (by playing defensively), and One Wing is super good as always.
As a Greninja main, I can say that the MU against doesn't feel too bad for him. Mythra is potentially problematic if she smothers him because his lack of OoS options doesn't offer a lot of "get off me" potential, but his advantage lies in his bait and punish play style. Mythras tend to be fairly aggressive, so if Greninja can punish her whiff (which the landing lag on her aerials allow), he gets A LOT of reward. Her weight, fast falling and poor disadvantage state let him go to town with combos and kill confirms, and his vastly superior edgeguarding absolutely destroys her offstage.Diddy Kong has a decent chance of being losing, no? Also Greninja? And there's been some talk in the Sephiroth Discord lately that Sephiroth might win the MU. He edgeguards them really well, plays neutral quite well vs them (by playing defensively), and One Wing is super good as always.
That isn't a property of teleports. You don't get those 2 frames of vulnerability if you grab the ledge from above as any character. Teleports just technically had a way to do this safely from several angles.Mythra's airdodge is programmed like a teleport, meaning, if she airdodges to the ledge from above the ledge, it's impossible to 2-frame her. She's invicible the whole way through. Per Void: https://www.youtube.com/watch?v=gJoFjQnMr6I
Context, context. Smash 4 was a game that let you airdodge as much as you wanted (as long as it wasn't into the ground) making any kind of edgeguarding except 2-framing very difficult, and Cloud could be in a souped-up mobility state with practically no downsides forever except not being able to use specials if he wanted to keep it, which could have been annoying against zoners... if there were actually any good ones in that game.Yeah I am starting to get the feeling Mythra weakeness being a "bad recovery" is looking the same way it's was Smash 4 Cloud's.. Technically true but they have so many advantages in the air and ways to cover it almost rendered moot
It's almost surpising how Mythra was released in with so clearly overturned
Mythra and Pyra are the first DLC characters I just do not enjoy fighting against.Mythra is the first time I've been seriously concerned about a character's balance on-release. Hope I'm wrong lol but she doesn't seem okay at all.
Both side B's can have some pretty hefty consequences when they miss, Photon Edge especially. Seems pretty well-balanced to me; higher GSP Aegis players certainly do not use Photon Edge in neutral often.Mythra and Pyra are the first DLC characters I just do not enjoy fighting against.
Online is abysmal, and it doesn't help, but they are really not fun to fight against.
So many people spam side B it's annoying.
I have no idea what the balance team is smoking because they make the weirdest decisions...
Can we stop the fear mongering based on past broken characters? Witch time was far more lenient in timing (and being a little off still got you a Bat Within), and the slowdown lasting as you hit them let you tack extra percent on what would be a death combo.I think Foresight is what makes me super concerned about Mythra being broken. It's effectively Smash 4 Witch Time all over again with the long lasting slow down effect and allows Mythra to either get a really nasty combo at the start or a kill confirm at higher percents. Messing up multi-hits is a pretty big deal as well, as a lot of characters have multi-hitting moves and in some cases their best move is a multi-hitting one.
Agreed. I can't stress this enough: THERE'S STILL COUNTER PLAY! Mythra's speed is offset by crap damage and mediocre reach, Pyra's reach and power are offset by terrible mobility and endlag. Both have heavily exploitable recoveries. Neither has the ability to insta-kill you with a 0-death ladder combo without your ability to escape. Are they good? Absolutely. Are they invincible? Far from it.I can't say I really get why people think that Pythra is broken. The duo is top tier for sure, but there's being top tier, and then there's being the return of mother****ing and I'm not seeing it.
Mythra's reach is pretty solid, and amazing for her speed. It's also nice that she can toggle to an even longer reach on a moment's notice.How is Mythra's reach mediocre? She has the typical reach of a Fire Emblem Swordie? That combined with her speed already will be actual hell for slower characters with stubby range I e
Firstly, I think 's reach is a little underestimated. His pickaxe and sword (and freaking UP SMASH) are nothing to sniff at. As for general reach on Mythra, a couple points:How is Mythra's reach mediocre? She has the typical reach of a Fire Emblem Swordie? That combined with her speed already will be actual hell for slower characters with stubby range I e
Right; she's no Sheik, nor is she Joker/Lucina. (Who have similar timings but ends up 2-3 frame ahead once you account for superior shieldstun that comes with higher damage moves.)-Nair landing lag is 13 frames.
-Fair and Bair both have 10 frames of landing lag.
Considering how little reward she gets off of grabs, I recommend that counter strategies look more closely at OoS punishes.
Granted. I'm just saying that there are chinks in that supposedly impenetrable armor of hers.Right; she's no Sheik, nor is she Joker/Lucina. (Who have similar timings but ends up 2-3 frame ahead once you account for superior shieldstun that comes with higher damage moves.)
But it should be pointed out that she has a landing hitbox on nair, which is really going to eat into that 13. She's not a particularly unsafe character, even if she can't match those types.
Yeah, I've been... pleased with Mythra's grab options when playing her. They are acceptable and fit into the rest of her game. It's like a slightly inferior version of Speed Shulk grabs, that's what it reminds me of.And her grabs do their purpose, which is to gain that positional advantage she can abuse so well. She punishes shield well enough given how easily she conditions it.