meleebrawler
Smash Hero
True mastery of the character will come from liberal use of switching, to if nothing else discombulate your opponent's sense of spacing. You minimize each form's weakness exposures as well using this: Mythra may risk trades going for less-than-true strings, but Pyra sure doesn't. Like Pokemon Trainer, you need to look at how they work in tandem to really understand how they work, not just make assumptions on the the form traditionally accepted as more solo-viable. Otherwise you would probably be better off with someone like Lucina.Raises hand
I believe that 's not as overwhelming as quite a lot of people believe and Mythra in particular may struggle a bit vs. characters that can keep up with her combination of range and frame data some. Especially if a lot of trades happen since that interrupts her combo game and trades don't favor her damage-wise. She's still very strong, don't get me wrong, but I don't think that particular has been widely noted.
And yes, I'm ready to eat crow over this if I'm completely wrong.
Pyra's floatiness wouldn't mean much if Mythra's fall speed weren't so fast as a contrast. Though it also doesn't hurt that Prominence Revolt can crash her back to earth with a massive explosion so fast that it will almost certainly catch anyone who even thinks of chasing her into the air. In general running up and shielding seems to be the standard procedure I notice a lot of players use, since it checks most the more rewarding options the duo would like to use when approaching. Luckily both of their neutral specials are good against shields in their own way.I'm right there with you on this from start to finish, honestly. I think both of Mythra's and Pyra's strengths are so extreme that it takes attention away from some serious flaws they have (primarily recovery, which doesn't ruin their competitive viability by any means, but does take them outside of the top 5-10 character discussion imo), but mythra's sheik syndrome combined with a bit of lag on landing aerials and having slightly worse overall defensive options because of foresight (iirc) are also notable enough to mention as a limitation in my eyes.
The biggest thing that's paid off for me so far against Mythra is just accepting that you won't always keep up with her speed, and/or win neutral, but that's fine because you take a lot of percent and farm rage for a solid length of time with good enough patient play (even with the presence of Pyra and her absurd kill power). I actually think is the one still tripping me up more in the MU, because while she's slow on the ground, her air speed is actually somewhat decent and she's SO damn floaty that I end up mistiming an anti-air or landing trap punish and pay dearly for those mistakes (we'll have to see how much of that remains the case as people learn the MU and offline becomes more widespread again; mythra may well improve, but pyra will likely be significantly worse offline even if she's still decent enough).
I too, will surely eat my hat if I'm proven wrong, though.
The biggest collective hangup I notice is that neither can edgeguard low recoveries well, since their own aren't very good and many of the best options are high commitments. Ray Of Punishment can help with this, but it tends to be more of a nuisance than a real threat.
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