Earlier this week, Nintendo dropped the latest DLC characters for Super Smash Bros. Ultimate: Pyra and Mythra. Hailing from the Nintendo Switch JRPG, Xenoblade Chronicles 2, these two can transform into each other akin to Zelda and Sheik from previous Smash Bros. titles. Utilizing a similar moveset, however, Pyra and Mythra feature notable differences in their abilities.
The latest release also features the 11.0.0 patch. This includes an update that allows you to disconnect stray wireless controllers. For players who participated in offline tournaments, this will be a godsend once the pandemic ends. Furthermore, the latest update included a number of character balance changes. You can read the full patch notes here.
Pyra and Mythra feature a new stage as well as numerous tracks from their home game. This includes 3 new remixes for Smash. You can also find some new Spirits from Xenoblade Chronicles 2 as well as spirits from two recent Nintendo Switch releases: Ghosts ‘n Goblins Resurrection and Persona 5 Strikers.
With that being said, let’s discuss the new fighters, shall we?
Pyra and Mythra
Showcased in February’s Nintendo Direct, this duo-fighter enters with a plethora of fast and powerful sword techniques. While the two largely share the same moveset, Mythra focuses more on speed while Pyra focuses more on damage and KO launch power. While this approach is akin to an Echo Fighter, they share a single slot!
Mythra focuses on speed sword techniques similar to Roy and Marth. Her Photon Edge is a fantastic horizontal punisher that sweeps across much of the stage. Mythra can also use Forward Throw to tech-chase into multiple options including a killer Foward Smash near the ledge at just under 100%.
Pyra, on the other hand, focuses more on powerful single strikes akin to Roy and Ike. While she’s far less mobile than Mythra, she’s effective at KOing at early percents. All of her Smash attacks can KO under 100% as well as her dash attack, Flame Nova, and Prominence Revolt. Finally, Pyra’s Blazing End serves as an effective projectile that deals tremendous damage.
How Mythra and Pyra Could Affect the Meta.
Mythra boasts incredible speed in the air and on the ground. She’s quite effective for dealing damage at early percents, punishing landings and whiffs with Photon Edge. I tend to use her at the start of the round to rack up damage while keeping a mobility advantage. She can soften up the foe a bit while avoiding damage and striking combos.
Pyra, on the other hand, comes out around the 60% mark, on average, to finish the job. To even consider KOing around such a mid-percent sounds insane at first. But when you use Pyra’s Forward Smash you’ll quickly see why she’s incredible. Take Roy’s Forward Smash, double the range, and lose the sourspot. While’s it’s a bit slower than the former, it makes up with its incredible range.
I’ve also found Pyra’s Down Smash to effectively break partially-weakened shields. Flame Nova, with a full charge, can also penetrate shields. Another thing is that, if you want to use Pyra throughout the match, throwing out Blazing End makes for an effective zoning tool that will force the enemy to approach. This makes up for Pyra’s lack of speed on the ground.
Mythra is overall great at approaching and her speedy attacks can often get the first hit on opponents. Her Up Moves, which include Ray of Punishment and Chroma Dust, can also edgeguard opponents. Try launching a foe, snapping the ledge, and using one of the two as your opponent attempts to recover.
On that note, I would now like to touch upon the most recent update.
Four of the top tiers, Palutena, Joker, Wario, and Zero Suit Samus. Palutena received nerfs to her dash attack, forward aerial, and standing grab. Joker also received endlag nerfs on both Eiha and Tetrakarn/Makarakarn, thus leaving him more susceptible to punishment on whiff. Meanwhile, Wario received shorter duration on his Up Tilt and several charge levels of his Waft ability. For players struggling with these characters in battle, surely this will come as a breath of fresh air. Finally, Zero Suit Samus is now more vulnerable when landing on Neutral Aerial, and Boost Kick starts slower than before.
On the flipside, several characters received buffs. Captain Falcon and Ganondorf can now act after using their respective Up B moves. Until recently, if they used their Up B against opponents offstage, they could tech the move and edgeguard Falcon/Ganondorf before they could react. Known as “rockcrocking” or “tech-checking,” this left them at a disadvantage. This recent patch will allow them to act faster to avoid the counterattack.
Furthermore, Pichu received minor buffs. He got intangibility on his ears for Neutral Aerial which will give him more attack range without getting punished up close. Plus his recoil damage was lessened considerably on several of its moves. While Pichu was initially seen as a top tier in the early meta, several nerfs brought him down a bit while Pikachu climbed to the top tier. However, perhaps these new buffs might close the gap between the two Pokemon once more.
But perhaps the most startling change involved Byleth. After a year since their release in Fighter Pass 1, Byleth’s Down Aerial and Down Smash, both of which use the axe Aymr, will launch opponents to the blast zone sooner. Down Aerial will also break shields sooner. These slow moves now feel less like “high risk, low reward” moves and will prove to be major tools thanks to their superior launching power. Byleth’s Up B, Sword of the Creator, will also KO sooner and starts up faster. You can use it to chain into Areadbhar.
Pyra and Mythra look like dangerous characters. They’re fast, strong, and when used in harmony, might turn the tide in the meta. As a fan of sword and melee characters, I’m looking forward to using them in battle more. I would love to see how they change up the current meta.
The nerfs to the top tiers were, as always, greatly appreciated. Anything to level the playing field for Ike is welcome in my book. Meanwhile, buffs for Byleth also make my day. I was using Byleth when he first came out and wanted to use him as a potential secondary. Sad to say he ended up being a lower-end character on the tier list. But these powerful buffs to Byleth’s toolkit might make the difference in his tournament performance and future tier placement.
I also cannot get over how great it is that we can now turn off Pro Controllers that aren’t being used. Anyone who hosted a tournament, or even participated, knows the frustration this would bring. The previous player’s Pro Controller, on a tournament setup, still being active yet could not be disconnected was a major inconvenience at events. Once the COVID pandemic ends and we can enter tournaments again, this will be one of the most appreciated changes in the patch.
I’ll be keeping the Smash Column updated and may get to add some of my Pyra/Mythra matches to the feature. Be sure to stay tuned for our updates. In the meantime, follow our social media links. Keep up with AllCoolThings as we follow Smash Ultimate into the last 2 entries in Fighter Pass 2.
Until next time!