Xenoblade Chronicles 2 (2017 - Switch)
Pyra and Mythra form a unique duo who combines speed and power. Knowing when to swap from one to another at the best moment will be the key of victory and will make the difference between a bad and good player. Mythra, as for her, won’t give any break to her opponent thanks to her mobility and the speed of her moves, which will always force the opponent to make mistakes.
- Versatility and adaptability
- Quickly rise %
- Humongous mobility
- Really good combos
- Fast and safe moves
- Exploitable recovery
- Bad kill power
- Limited edgeguard
- Lacks range
- Good platforms to combo
- Up B can be used as a combo finisher
- Central platforms that can bother combos
- Slopes that bother the ledgetrap
You can switch between the 2 characters anytime by pressing Down B. . Where Pyra is all power and slowness, Mythra is all weak but fast attacks. Switching from one to the other in a match offers great versatility to the character, allowing her to adapt effectively to each situation encountered. Generally, you'll choose Mythra to choke your opponent and inflict damage before finishing him off with Pyra. Finally, each character has different stats and their own particularity. Mythra has Prescience, a technique that activates when you make a dodge when the opponent hits you, allowing you to slow down your opponent.
The first attack isn't really an attack, since it's the Foresight, which is certainly the character's most explosive move. If you dodge at the right moment on an opponent's attack, you can slow him down and just afterwards perform a big Forward Smash. The reward is just disproportionate considering the risk that is taken. An excellent move that you must master at any cost !
The Back Air is certainly her best aerial attack. It is thus a good combo starter if you land with it, an attack that can also extend a combo, on itself. The Neutral Air on the other hand serves as a Swiss Army knife because the move lasts a long time, allows you to initiate quite a few combos and drags the opponent to the ground, while suffering from little lag. Finally, the Up Air, which goes well with the Back Air, is a move not to be forgotten despite its low kill power.
The Side B is also a good option for Mythra, as a read or a tech chase tool, a bit like Lucina's Side B, knowing that the hitbox of the move is quite generous and that this Side B still deals 23% damage ! It is also an option that can be used to get back on stage.
The Neutral B is also good, it doesn't kill as easily as Pyra's, but it can be reversed, meaning you can suddenly turn around to throw it. What is interesting with this Neutral B is that the charge animation itself does multi-hit damage and the charged hit can kill, knowing that when uncharged, it is also a good finisher combo. An attack that could still reveal a lot of surprises and that could be interesting in edgeguard.
The Down Tilt is also terribly strong. To tell you the truth, this Down Tilt is very safe, it allows you to launch a combo on any of Mythra's moves including a Smash. In short, it is a must-have move in Mythra's arsenal and certainly one of her best neutral tools.
The Up Tilt is also a good option to cover an enemy's approach from the air because of the attack's range, while having little lag and allowing you to initiate or to continue combos. Be careful though, the attack has a blind spot on Mythra's back, so it's best to face your enemy to use it.