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Rango's Smash Column: March 2021. How Are Pyra and Mythra Looking?
2021-03-21 22:36:41

Welcome to Rango’s Smash Column!

Earlier this month, Nintendo released Pyra and Mythra to Super Smash Bros. Ultimate. As part of Fighter Pass 2, this duo-unit can swap on a dime akin to Zelda and Sheik in past Zelda titles. However, more in line with the Echo Fighters of Smash, Pyra and Mythra share a similar moveset albeit with major differences in frame data, properties, and their Special moves.

After a week to try them out, how do Pyra and Mythra fare in the competition? I’ve been playing them online against a number of players and I gotta say they handle incredibly well. As someone who generally favors swordfighters and melee-type battlers, I think this is one of the best DLC characters I’ve played as!

I’ve given myself a few days to work out their mechanics and understand the fundamental differences between the two. Overall, Pyra hits harder and launches much sooner. Meanwhile, Mythra moves faster, can combo off of nearly anything, and her recovery is marginally better. This is thanks both to her Side B, Photon Edge, moving across wide gaps while her Up B recovery moves can briefly launch her upwards.

Together, with her faster air speed, she’s the better choice when moving back to the stage from a disadvantage. But take note not to get launched as her weight is 92 compared to Pyra’s 98, making her easier to KO as a result. With that said, I want to take the time to cover my findings with you and show you a bit of what the latest Smash DLC fighters are capable of.

Mythra, the damage dealer.

The Aegis’ true form wields a light-elemental blade. Mythra boasts minuscule damage and KO power for an incredible combo game and her ability to get away with nearly every button press. Imagine Marth without a sweetspot but moves with Meta-Knight’s speed. Plus she has Foresight, a dodge-counter ability similar to Bayonetta’s Bat Within.

Mythra is most fond of staying up in the enemy’s face to rack up as much damage as possible. Her frame data all but ensures that she will get away with whiffs while stuffing most offense attempts with her priority. However, she won’t get a KO with anything but FSmash which, at best, kills around 90% on the ledge. While you can hit a Forward Throw tech-chase mixup into this, her KO ability feels quite limited.

In the early Mythra meta, players have found a way to use her Neutral B move, Lightning Buster, into mixups. She can use it to ledgetrap as well as followup from a platform hit. While this will boast her damage dealing a little more, Mythra is best suited to building up damage until she switches out to Pyra.

Pyra, the killer.

Whereas Mythra plays more akin to Marth and Meta-Knight, Pyra feels more comfortable to the Roy and Ike player. Her heavier weight, slower speed,and flame sword attacks will feel right at home to any players of Roy and Ike. It also goes without saying that her impactful KO game contends among them as well.

Pyra has better range on her flame sword and multiple ways to KO an opponent. Her Up Aerial can KO off the top while Forward Aerial is better suited to edgeguarding. Back Aerial can also KO off the top, as well as auto-cancel, while Down Aerial can spike opponents using a large sweetspot.

In neutral, Pyra can end matches with Foward Smash within 70%. Up Smash and Prominence Revolt, her Up B, can also end matches under 100%. Dash attack can punish landings at a distance and a charged Flame Nova will not only end stocks but break shields.  In short, Pyra will end matches with among the most reliable KO ability in the game.

And that’s not to say her combo game isn’t without strength either. Pyra’s best starters come from Down Tilt and Down Throw. Plus her Side B, Blazing End, makes for a fantastic projectile. It starts relatively quickly and lingers for over a second making it ideal for camping and ledge-trapping. In the air, it will also KO around the 130% mark to punish landings.

Final Thoughts

Until I see their meta continue, I don’t think I’m going to switch over to them as secondaries, or at least not yet. They definitely give me everything I could ask for in a fighter, or pair of fighters rather. However, given that I have most of my bases covered with Pyra’s strength, Mythra’s speed, and a little of both with my current swordsmen, they’ll largely be my casual fighters to use online.

Make your own here.

However, that’s not at all to discount their ability in competitive Smash. All DLC characters from Fighter Pass 2 have proven to be relevant choices in the meta. Pyra and Mythra, right now, I would place in A-Tier. The only things really barring them from S-Tier are their lackluster recovery. Now, while bad recovery hasn’t impeded strong characters in the past, such as Wolf or Smash 4 Cloud, Pyra and Mythra don’t have a Limit mechanic to improve their recovery either.

Pyra falls like a stone with a single vertical option which you can punish. Mythra, speaking of Cloud, does not auto-snap the ledge off of her Side B. Overshoot the ledge and you’ll land on the stage and die to a ledge-trap. Undershoot it and you’ll fall just shy of the ledge-snapping point.

Their strengths, collectively, come from their range and their incredibly useful Special move options. Their Side B moves, in particular, cover various options. Photon Edge can punish nearly anything while Blazing End functions as one of the strongest projectile damage-dealers in the game. Even though Pyra becomes unable to attack during Blazing End, she can evade enemy attacks and move freely.

I see them hitting Ike and Roy’s level being not-quite top tiers but good enough to contend with most of the roster. They might lack recovery and edgeguarding options but while Mythra deals damage without punishment, Pyra will put the competitive meta on notice with her ridiculous KO power.

Keep up with All Cool Things for our latest Smash coverage. If you enjoyed this article, consider following our social media accounts!

Until next time!

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