79 Pyra
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. Pyra represents the strength of the duo, with limited mobility but destructive attacks that will spread fear among her opponents.
Characteristics
Strengths
- Versatility and adaptability
- Quickly rise %
- Humongous kill power
- Range of her moves
- Great juggle and ledgetrap
Weaknesses
- Exploitable recovery
- Lightweight
- Bad mobility
- Punishable moves
Matchups
Favourable
Unfavourable
Stages
Favourable
- Good platforms to combo
- Up B can be used as a combo finisher
Unfavourable
- Central platforms that can bother combos
- Slopes that bother the ledgetrap
Pro Tips
Features
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. Pyra has a devastating Forward Smash
Aegis
Best moves
SIDE B
: Pyra throws her sword in front of her and cannot attack during this time. This is an attack that takes up a lot of space and that deals a lot of damage while keeping the enemy at a distance and thus regaining the neutral. A good move that can also be useful in edgeguard or ledgetrap but also to ensure your return to the field. You can also use it to footstool your opponent or even to cancel the animation where she takes her sword back in order to start a combo.
AERIALS
Forward Air is very powerful, Back Air can be cancelled with a short hop, as for the Up Air, which makes those attacks, useful tools to land. Indeed, it can be completely safe, since it leaves only 4 frames to the opponent to react while taking some distance, as it is amazing for juggling. Finally, Down Air is a great spike with huge range, and it can even start combos with the Up air or the Up Smash.
UP B
Up B is also interesting since it can 2 frames, has great killpower and great vertical range. It can also be used as a combo finisher, especially on low platforms. However beware, because the move comes out slowly, so that it is not a great out of shield option since it can be beaten by almost any fast move.
FORWARD AND UP SMASH
Forward Smash and Up Smash are also great options despite them being Smash attacks. Indeed, these are risky attacks since these are slow, but the Forward Smash isn’t that slow and deals massive damage, making of it a great whiff punish tool. And concerning her Up Smash, it is a great combo finisher after A Down Air, but also a great out of shield option.
DOWN TILT, FORWARD TILT
Down Tilt can start combos on almost every aerial move until pretty high percent while letting a reasonable distance between you and your enemy. Forward Tilt is also very good on ledgetrap, a bit like Ike’s one and can cover a neutral getup and even lead to a kill.
NEUTRAL B
Neutral B is also very interesting since it allows you to kill really early, as the move deals immense damage both to her opponent’s percentages or shield. It is important to know that Neutral B is a multi hit, making it hard to punish, knowing that the last hit pushes the opponent pretty far away.