79/80-
Pyra/Mythra
Last Updated:
August 28, 2023
Notes on the Young Link vs Pyra/Mythra MU
Attributes
Pyra
Air Acceleration: 0.065 (#55)
Air Speed: 1.1 (#37)
Fall Speed: 1.62/2.592 (#41)
Dash Speed: 1.69 (#80)
Run Speed: 1.38 (#84)
Walk Speed: 0.92 (#66)
Weight: 98 (#33)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Mythra:
Air Acceleration: 0.07 (#48)
Air Speed: 1.22 (#11)
Fall Speed: 1.87/2.992 (#7)
Dash Speed: 2.45 (#1)
Run Speed: 2.41 (#5)
Walk Speed: 1.42 (#8)
Weight: 92 (#33)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Pyra/Mythra's Win Conditions:
Exert pressure with Mythra’s burst range to force Young Link into defensive options/offensive options at his midrange deadzone on the ground, or diagonal dead zone with Pyra. Push Young Link to the corner and call out Young Link’s jumps with Pyra’s aerials. Keep Young Link contained in the corner with Mythra’s reactionary coverage to stuff Boomerang/Fire Arrow and Pyra’s high-reward threat to close out stocks. Capitalize on edge guards and ledgetraps.
Young Link’s Win Conditions:
Use Fire Arrows/Boomerang to cover Mythra’s grounded bursts and compromise some of her airspace, diluting her head-on approaches. Use shield as a bait and punish offensive tool (Example: shielding an attack from Mythra used to cover a dashback projectile/expected run-in aerial). Cover Pyra’s ascent into the diagonal blindspot and take stage control, pulling Bomb for dodging Blazing End. Do not be directly above or below Pyra for lengthy periods of time. Condition Pyra/Mythra to recover at a slightly higher angle than directly below the ledge, leaving them vulnerable to NAir/ASA edgeguards.
Out of Shield
*Note: Pyra's frame advantage will be this color, and Mythra's will be this color.
Jab1 (-14/-15) Jab2 (-23/-23) & Jab3 (-24/-20):
GSA (Frame 9)
Grab (Frame 16)
Rapid Jab Finisher (-25/-27):
GSA (Frame 9)
Grab (Frame 16)
DSmash (Frame 20)
FTilt (-9/-11):
NAir (Frame 7)
GSA (Frame 9)
(Both moves are safe if spaced)
UTilt (-19/-14):
NAir (Frame 7)
GSA (Frame 9)
(Both moves are safe if spaced)
DTilt (-9/-10):
NAir (Frame 7)
GSA (Frame 9)
(Both moves are safe if spaced)
Dash Attack (-18/-22)
NAir (Frame 7)
GSA (Frame 9)
Grab (Frame 16)
FSmash (-34/-26):
Grab (Frame 16)
FSmash (Frame 26)
USmash (-40/-21):
Grab (Frame 16)
FSmash (Frame 26)
DSmash (-26/-28/-20/-22/-28/-30/-22/-24):
Grab (Frame 16)
FSmash (Frame 26)
NAir (-11/-10):
NAir (Frame 7)
GSA (Frame 9)
(Both moves are safe if spaced)
FAir (-9/-7):
NAir (Frame 7)
(Both moves are safe if spaced)
BAir (-9/-7):
NAir (Frame 7)
(Both moves are safe if spaced)
UAir (-4/-5):
Unpunishable
(Safe on shield, can be spaced)
DAir (-9/-7):
NAir (Frame 7)
(Both moves are safe if spaced)
Flame Nova (-18 to -11):
GSA (Frame 9)
Grab (Frame 16)
Lightning Buster (-21 to -8):
NAir (Frame 7)
Grab (Frame 16)
(This move is safe when charged and spaced)
Blazing End (--):
Unpunishable
(Projectile usage)
Photon Edge (-47):
GSA (Frame 9)
USmash (Frame 10)
DTilt (Frame 19)
FSmash (Frame 26)
Prominence Revolt (-48):
GSA (Frame 9)
USmash (Frame 10)
DAir (Frame 16)
FSmash (Frame 26)
(Can charge GSA, USmash and FSmash. DAir is for if she lands on a platform)
Ray of Punishment (--):
--
Chroma Dust (--):
--
Swap to Mythra/Pyra (--):
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Swap, Foresight, Aerials, Tilts, Blazing End, Photon Edge, Flame Nova, Lightning Buster, Dash Attack, Grab.
Pyra Kill Moves: Aerials, FTilt, UTilt, Dash Attack, Flame Nova, Blazing End, Prominence Revolt.
Mythra Kill Moves: Smash Attacks, Lightning Buster, UAir.
Pyra Kill Confirms: DTilt > UAir, DAir > USmash/UAir.
Mythra Kill Confirms: DTilt > FSmash/USmash, UTilt > Lightning Buster.
Pyra Neutral:
Pyra is rather slow on the ground, but fast in the air. This enables her to jump in and above projectiles as a response to Fire Arrows.
Additionally, Pyra is floatier compared to Mythra. This allows her to threaten aerials for extended periods of time longer than Mythra, especially since Pyra is comfortable being directly above Young Link.
Because of this speed, she can get into Young Link’s aerial blindspot quickly. Young Link can preemptively cover this with a jump Boomerang, or cover her ascent early with a NAir/FAir.
Blazing End is a projectile that, when thrown out, travels in a straight line and provides circular area denial. During the duration of the move, Pyra can only use Jab, Grab, and defensive options. She can’t use any attacks, only a footstool which can force a tech chase after the hit. She can cancel the recatch animation by shielding/using jumpsquat frames, just like Young Link’s Boomerang.
Pyra can use Blazing End to punish Young Link for throwing out a Fire Arrow or Boomerang if she predicts it. Keep in mind it's range when using grounded/short hop projectiles.
Often times, Blazing End can’t be punished directly, unless done point-blank. Even if you dodge the attack and jump over it, Pyra can still act first. Punish passively by repositioning and pulling a Bomb.
Roll out of Blazing End to avoid additional shield damage.
Mix up options out of footstool chases, as Pyra will look for a footstool after a hit with Blazing End.
Pyra’s Dash Attack is a slow but heavy-hitting burst option that can be used to punish projectiles close up. Throwing a projectile at Pyra during the move will clank the projectile and leave Young Link wide open to the hit.
Because of the disjoint of Pyra’s DAir, she can beat out Young Link attempting to cover the vertical blindspot from directly below, meaning that Young Link will be forced to a diagonal angle to respond. Pyra earns a significant amount of reward for landing DAir in neutral, as she can then confirm it into UAir or USmash. DAir is one of Pyra’s win conditions.
Pyra should be zoned out however possible. Often, she will take to the air to enter Young Link’s blindspot, but there is usually time to plan for Pyra going there due to her low ground speed. Pyra can be caught in the blindspot with NAir, FAir (drifting back while using FAir can catch Pyra drifting in), Bomb, and Boomerang.
Pyra will get a kill eventually, with how her kit is designed. Focusing too hard on avoiding a few kill moves, and you’ll get hit by another. Avoid the character, not the attack. Pyra can threaten a kill instantly around her in a set area, mainly her aerials and tilts range. This is the range at which you should never be close to, zoning out Pyra or applying shield pressure.
Boomerang plays a critical role in disrupting Pyra’s air movement. However, between her airspeed and disjoint, Pyra is deceptively strong at punishing Boomerang before it comes out, so be wary with how and when retreating Boomerang is used. Boomerang angled down to bounce on the ground, or short hop toss upward catches Pyra’s aerial drift mix-ups.
Mythra Neutral:
With her speed and disjoint combined, Mythra can exert pressure on a larger area than most characters, as the area she can cover in an unreactable amount of time is larger than most.
Mythra can use this speed in conjunction with her Tilts and Dash Attack to create a large burst range, which also doubles as a wide whiff punish range. Mythra’s FTilt can lead into chase situations where she can look for USmash or FSmash, and UTilt can kill confirm into Lightning Buster. All Tilts and Dash Attack are unsafe on shield (except for spaced FTilt).
FSmash is Mythra’s go-to raw kill move, whether from Foresight advantage or as a stray attack. It works well as a stray attack, due to Mythra’s speed.
While Mythra can space on Young Link’s shield, her frame data requires her to do so. This is because Mythra’s frame data is unsafe if she doesn’t space, and while she will space pressure mostly, moving slightly inwards with shield to mess up her spacing can result in a good out of shield punish.
Mythra’s airspeed and fall speed give her excellent attributes for executing platform camping. Mythra will platform camp with a lead/in disadvantage to find a timing to escape or punish Young Link. To answer platform camping, avoid challenging her head-on. Use Bomb or Boomerang to constrain the airspace Mythra can take, and use the conditioning from the projectile to narrow down the area Mythra can occupy and strike/pressure from a safe position.
Use Fire Arrows to condition Mythra ideally into the air at full hop height. Mythra’s unreactable threat range is shorter when she’s in the air. In the air, she doesn’t have access to her ground tools (Dash Attack, Tilts, and Smash Attacks). Mythra doesn’t have a go-to aerial to kill with.
Use shield offensively as a bait and out of shield punish tool. Young Link can consistently punish Mythra out of shield if she misspaces, which will realistically happen. The downside to this is that it locks your mobility, which is where substituting with empty movement baits to prompt an anti-shield movement option comes into play.
When landing with a jump-in, Mythra is looking for a landing aerial or to land and then execute pressure. Any aerial Mythra will land is unsafe, with the exception of cross-up NAir, which must be anticipated with B-Reverse GSA out of shield. Boomerang can condition Mythra to move around the airspace it takes up, which can make her jump-ins more reactable.
Foresight:
Foresight is a mechanic similar to Bayonetta’s Bats Within, except for Mythra. It also applies a stronger freeze mechanic and on rolls/directional air dodge. This allows Mythra to reposition and counterattack after dodging.
Foresight activates on Frame 2 of her airdodge, spotdodge, and roll.
The frame advantage on Foresight is the endlag of the move dodged and (+9 for spotdodge, +5 for forward roll, -1 for back roll, -23 for neutral airdodge).
There is a freezing mechanic tied into Foresight that adds roughly 34 frames of endlag if within range. This means that Mythra still can’t punish a Fire Arrow hard if Young Link is out of the Foresight freeze range.
This means that any untrue confirm, Mythra can escape. The most common ones Young Link uses include Fire Arrow > Dash Attack for combos, and Fire Arrow > FAir for killing.
This doesn’t mean Young Link should avoid using these confirms at all. Mythra has to commit to Foresight to take advantage of it, and any other options she picks will result in her getting hit. This forces a 50/50, requiring an educated guess as to whether the Mythra uses Foresight to avoid Dash Attack/FAir and punish it (GSA, DAir, USmash, etc.), or follow through to catch a different option.
Foresight allows Mythra to punish multihits on shield. This includes GSA, and BAir/FAir if both hits are used.
Foresight doesn’t mean projectiles can’t be used. It’s reasonable to expect it at kill %s, when Mythra is looking for FSmash. The issue is that catching this raw spotdodge or roll can be difficult. Changing the Fire Arrow’s charge timing is the most effective way to respond to Foresight spotdodges
Combined Aegis’ Neutral:
Both Pyra and Mythra’s circular NAirs allow them to cover the space around their shield when they feel threatened, or can be used to cover their landings.
Because of the differing stats and kits of both Pyra and Mythra, most Aegis players will have different defensive habits and movement patterns for each character.
Swap is a total of 32 frames, which is reactable. This means if Aegis wants to threaten with the other blade, there’s an additional 32 frame startup before they can do anything.
Since Pyra has a larger unreactable range vertically, and Mythra has a larger unreactable range horizontally, a trade-off exists between the two. To remedy this, a common strategy is to use the momentum of swap in the air to give Pyra additional horizontal momentum, allowing for a wider range of punish.
Swap can cross-up shields.
Swap stalls Pyra/Mythra in the air, which can be used to stall landings or mix up recoveries. This can also be used offensively to threaten Pyra’s aerials after pressuring with Mythra’s movement.
Aegis swaps for several reasons:
To threaten the other’s toolkit. Neutral pressure with Mythra, and threatening kill moves at late %s with Pyra.
Disadvantage and advantage mix-up using the Swap itself to stall, dodge, and help recover.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
DI-ing Pyra & Mythra’s Moves:
DI Pyra’s BAir down. DI-ing out actually increases the killpower of the move.
For Mythra’s BAir ladder combos, DI in to lessen the total damage from the combo, at the cost of placing yourself in a juggle situation, rather than offstage.
DI Blazing End down and away.
SDi Mythra NAir in to deny combo potential if Mythra is drifting forward. This is a preemptive mix-up, since it’s difficult to react to Mythra NAir with SDi.
DI Prominence Revolt down and away to increase survivability. A common Pyra play is to use Prominence Revolt below or when dropping from a platform to drag opponents up off of the ground and onto the platform, where landing on the platform is slightly less risky. Punish Prominence Revolt with full hop DAir.
Punishing Fully Charged Flame Nova and Lighting Buster:
To punish fully charged Flame Nova and Lightning Buster more reliably, spotdodge before the final hit of each move (if your shield has enough health to withstand all the preceding hits).
Punishes will vary depending on spacing. For example, if Young Link spotdodges a Flame Nova correctly up close, he’ll be able to GSA or USmash Pyra.
Be wary of Pyra’s Dash Attack when in the corner. Pyra can use it to overshoot on a dashback, laggy landing, or projectile startup to take a stock.
Pyra’s FTilt range outspaces Young Link's out of shield options and kills, making it one of her go-to win condition attacks in the corner. After landing FTilt on shield, she’ll look to track what Young Link does next. Covering a jump with FAir (which catches jumps well since the sword starts low then swings high), or roll in/immediate grounded action with another FTilt.
When spaced, FTilt will force pushback and drain shield HP, making it unpunishable due to spacing. Pyra will likely pressure with another FTilt or aerial to catch a jump.
Blazing End can be used to catch projectile usage/landings out of the corner from a distance.
Wait and move around, or whiff punish Pyra. She can’t pressure with multiple moves as quickly as Mythra, so there are often pockets of time to escape.
SDI-ing Mythra’s USmash to avoid DI Crossup:
Mythra’s USmash is a multihit move. Due to this, the opponent has enough time to react to getting hit before the move finishes. The move kills relatively late for a Smash Attack, but is still a respectable kill option in Mythra’s kit, as it can catch opponents landing on her/on platforms well.
The issue is that sometimes opponents will get stuck in the middle of the move, and end up DI-ing it the wrong way as a result. With the use of SDi, it’s possible to live longer consistently against this move.
SDi away from Mythra, out from the side you were hit on. It doesn’t matter which side Mythra is facing, nor which side Young Link is hit on. SDI-ing away will help secure a consistent DI angle (down and away).
Mythra with stage control on the ground often threatens a 50/50 with her imminent speed. Long-range Dash Attack or dash Grab. This is quick due to her movement speed, and repeats itself, as both Dash Attack and FThrow send at low angles, allowing for the 50/50 situation to repeat until the opponent is offstage.
This 50/50 usually conditions one of three options: spotdodge (which beats both Dash Attack and Grab at a set timing), jump (avoids both options), and Fire Arrow (slows Mythra down by encouraging her to shield and gives Young Link more time to act). Mythra wants any of these options to be consistent and conditioned, as she can punish all of them. Varying between these options is preferable.
Mythra wants to either get the opponent offstage (using aerials or Grab), or take the stock in one of two ways (Smash Attacks and Lightning Buster).
Lightning Buster can be charged and turned around upon release. When used in the air, Mythra jumps up slightly and falls more slowly. It has respectable range, and is unpunishable when spaced and fully-charged. It has decent killpower and is most efficient when Young Link is backed to the corner without much room to escape the move, as Mythra can turn the move around to cover roll-ins. Between Lightning Buster and frame data, Mythra is better equipped to cover roll-ins than Pyra.
FSmash is Mythra’s callout attack. She’ll use it to catch movement and hard-read opponents for the stock.
Mythra can react and punish projectiles in the corner with Dash Attack to catch Boomerang/Fire Arrow on startup.
Mixing up options and timings is the most consistent way to get out of the corner against Mythra.
Platform Pressure
(What tools do they have? How can we escape this pressure?)
Pyra/Mythra can cover multiple platform tech options with UAir, and Mythra can semi-react/fully react with her speed and frame data.
Prominence Revolt hits platforms from below. Pyra can platform drop and then use it to scoop opponents from the ground below. It can also shield poke.
Both Pyra and Mythra can call out opponents landing on the platform with USmash. After shielding Mythra’s USmash, jump away and attempt to land, as Mythra can catch opponents running off of the platform or dropping through.
Mixing up option timing (when to jump away or run off the platform) is critical against Pyra/Mythra, since either of the two can repeatedly throw out high-reward aerials.
Do not stand directly under a platform when Pyra is on the platform. She can fish for landing DAir on the platform, which reaches below it and true combos into USmash.
Landing
(How do they cover it? What are my best options?):
Land away from Pyra if at all possible. Landing near Pyra is extremely risky, as she has high-reward on any of her aerials, grounded tilts, or out of shield options. Her slow ground speed will make it more difficult for her to chase down Young Link.
Pyra can still use Blazing End to catch Young Link landing from a distance buffering projectiles in order to land.
When landng away from Pyra, get to the ground and then focus on keeping Pyra out or retaking center stage. When backed into the corner after landing, Pyra has much more space and time to react to Bomb or Boomerang’s startup.
Both Pyra and Mythra can use Dash Attack to catch projectile landings with the disjointed range of their attack.
Mythra can chase Young Link down in the air with Tilts on platforms and UAir/FAir/BAir to keep him in the air.
Mythra’s UAir has a high base knockback, meaning that if Mythra crosses up DI high-up on the screen, she can take stocks at low %s.
Mythra can chase Young Link down in the air and landing away from her. Young Link’s best tool to escape Mythra is his fastfall airdodge, and mixing up the timing and spacing at which it’s used.
Landing after hit by Blazing End:
Because Pyra can still move during the hits of Blazing end, she can position herself to catch Young Link trying to land with a FAir or BAir.
Depending on the positioning at which Young Link is sent, Pyra can have enough time to confirm Blazing End into FAir. DI-ing up and away can make this more difficult, although the best survival DI is down and away.
Since Pyra can catch up to Young Link in time, she can punish him for using an aerial to escape tumble. Young Link might have to airdodge to avoid an aerial from Pyra.
Pyra can’t swap until she gets her sword back. She can cancel the recatch animation during her jumpsquat frames.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
When Pyra or Mythra BThrow Young Link offstage near the ledge, they can intercept immediate tethers to the ledge with Dash Attack.
Pyra’s Edgeguarding:
When offstage against Pyra, refrain from leaving yourself vulnerable for too long (throwing a projectile/aerial) if Pyra goes offstage, as she can swat Young Link with FAir/BAir.
Blazing End can be used to tack on damage and block Young Link from getting to the ledge from above it. Although it likely won’t outright kill Young Link, it will push him farther offstage with less resources if double jump was already used.
Pyra’s go-to edgeguarding tool from onstage is her DAir. This can hit Young Link under the ledge while standing on top of it, or it can be used offstage. Either way, it will spike and kill Young Link. Mix up the timing you grab the ledge using double jump, air time, and tether mix-ups to get to the ledge without getting hit by DAir.
Using Flame Nova, Pyra can cover a large amount of vertical space in front of the ledge with a lingering hitbox that beats both ASA and tether reel in. It can force stage techs if Young Link is directly below the ledge. Conserve double jump and react to Flame Nova’s startup by drifting back to avoid the attack.
Answer Pyra’s full hops carefully. Because of her high-reward options, her lack of ground speed, and her high air speed and floatiness, Pyra will use jump a lot out of the corner. Her hurtbox shifting can make this difficult to deal with. Driftback FAir/NAir catches Pyra most reliably.
When pressuring Pyra in the air, be wary of her FAir as a get-off-me tool. She can drift back/forward and hit Young Link pressuring her up-close. This could be a habit of the Pyra player out of hitstun/tumble as well.
Mythra’s Edgeguarding:
Unlike Pyra, Mythra herself can’t outright kill opponents consistently through launching power. Instead, she looks to edgeguard Young Link by trying to snipe his jump, gimping him.
This is done through Ray of Punishment or Chroma Dust, and her FAir offstage. She can use these moves to force Young Link into hitstun away from the ledge, catching jumps and gimping with a followup/preceding FAir/DAir or just using Ray of Punishment/Chroma Dust outright. Airdodge can be used to avoid the blast and then recover, as Mythra is forced into freefall after the attack.
Mythra can cover the area around the ledge with a Lightning Buster, as the move pushes Mythra slightly upwards when released. Avoid leaving yourself vulnerable for too long when close to the ledge to avoid it. Mythra has to commit to going offstage to use it to cover low recoveries.
Onstage, Mythra can use Lightning Buster or FSmash to catch recoveries above the ledge.
Mythra can still outright kill opponents offstage by swapping to Pyra mid-air. This shoots Pyra forward in the air with Mythra’s momentum, allowing Pyra to hit a FAir/DAir farther offstage. If Swap is anticipated, it’s more feasible to react to the Swap and then airdodge to avoid the followup aerial.
Ledge:
Pyra can hit Young Link at ledge with DTilt, FSmash, Blazing End, and Prominence Revolt (including the first startup hit). Mythra can hit Young Link at ledge with DTilt and FSmash.
Mythra’s DTilt at ledge true combos into FSmash. Both Pyra and Mythra’s DTilts at ledge can stage spike somewhat randomly.
Pyra can hit Young Link at ledge with DTilt, FSmash, Blazing End, and Prominence Revolt.
Pyra’s Ledgetrapping:
Pyra’s use between the two characters mainly stems from her generous amount of kill tools, all of which come into play when ledgetrapping. She can kill off of any Aerial and any Tilt.
If Young Link is shielding near Pyra in the corner, Pyra will likely look for some way to mix up Young Link’s shield drop timing. This includes tomahawk FTilt/UTilt/USmash, reversing NAir/UAir to catch different timing jumps, FTilt/Dash Attack to call out Young Link moving out of range, and reverse UTilt to change timings of tomahawks.
Pyra can pressure Young Link closer to the corner or farther away with Blazing End to catch him using a projectile from the corner.
Mix up how jumps are used. Switching between short hop/full hop, jump in/out, and different fall timings, alongside a roll or two when Pyra is expecting a jump.
Pyra can drift out of ledge attack range when using Flame Nova. Young Link can’t quite challenge it easily outside of double jump ZAir off of the ledge occasionally.
Mythra’s Ledgetrapping:
Mythra can still utilize her tools to ledgetrap well by raw coverage thanks to her speed. Tools like NAir, FTilt, FAir, and DTilt that, when combined her speed, allow her to change positions frequently as baits, similar as to how Young Link can feint a ledge option with movement and then hit his opponent with a projectile.
Mythra can charge Lightning Buster at ledge to threaten a kill move, since the opponent is at the ledge, unable to hit Mythra. Mythra can cover rolls past it on reaction since it has a large range, intangibility on startup, and heavy shield damage.
Compared to Pyra, Mythra doesn’t have any go-to killing Aerials, although she can anti-air with USmash. Jumping in against Mythra is a less risky option out of the corner than against Pyra.
Mythra mainly looks for roll-ins against Young Link to call them out with FSmash, or send Young Link back offstage to switch to Pyra.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
When juggling Pyra, be wary of Pyra’s NAir. It covers the space around her with high killpower, meaning she can reversal Young Link for missing an UAir and take the stock. Likewise, Mythra can swap to Pyra while landing and land with fast fall NAir to catch opponents off-guard.
Pyra’s DAir reaches through platforms from above, which she can then confirm into USmash or UAir.
Sometimes Mythra will intentionally roll/airdodge out of disadvantage to force a Foresight to work. This is usually reactable and is most commonly performed after being hit by a Fire Arrow, since Young Link threatens a FAir followup.
If Mythra is in free fall onstage after whiffing Ray of Punishment/Chroma Dust, she can still escape an attack by changing her drift left or right. She wants the opponent to dash in one direction to juke them out, since she’ll be able to shield in time upon landing. Follow her drift closely, using walking to quickly turn directions and punish her. Ray of Punishment and Chroma Dust do not travel through platforms.
Boomerang has high risk against Pyra/Mythra even with stage control, since Mythra can punish with Dash Attack on startup, or Pyra can block projectiles with Blazing End. Keeping Mythra in the corner revolves around movement and normals/Fire Arrow.
Mythra in the corner still possesses a threatening burst range on the ground, and can reversal situations on reaction to Young Link using committal options, or reading a retreating projectile.
Fire Arrow shuts down Mythra bursting in on the ground, forcing a short hop/shield, slowing her down.
Bomb can be used as a semi-reactionary item to track and punish Mythra. These two projectiles are the most useful in the corner, although strong positioning is a higher priority than them.
Offstage:
Swap acts as an airdodge, which means Pyra and Mythra effectively have infinite air dodges while trying to recover. It’s not safe to edgeguard Pyra or Mythra solely because they lost their airdodge.
Despite this, the character’s combined recovery is limited. This is due to the fall speed of Mythra, and both Prominenece Revolt and Ray of Punishment/Chroma Dust only go vertically up. Photon Edge also forces Mythra into free fall.
Generally, it’s best to stay on the ledge and only use air movement offstage to force Mythra to drift back. It’s not worth edgeguarding Mythra outright, as Mythra can B-Reverse her recovery and reversal the situation.
When under Mythra using Photon Edge to the ledge, use ASA to catch Mythra trying to grab the ledge during the end of the move. This is the most consistent way to beat out Photon Edge.
There’s a range where if Mythra is going low/falling to the ledge, she won’t make it to the ledge with Ray of Punishment/Chroma Dust and has to use Photon Edge. It’s possible to punish this by SDi-ing down during the attack to be able to tech into the wall, tech-checking with NAir.
Young Link can’t hit Mythra recovering if she goes directly under the ledge. Assert positional pressure offstage to condition Mythra to recover at a higher, more vulnerable angle.
Fire Arrow intercepting Mythra offstage will reset her air drift, though launching her upwards. Depending on where Mythra is hit, this can give good positioning for Young Link to reversal Mythra’s Photon Edge into the ledge with ASA.
Boomerang can be tossed at a shallow low angle offstage in an attempt to convert off of the hit. This is more realistic against Pyra and Mythra compared to other characters, since their recovery path with Prominence Revolt and Ray of Punishment/Chroma Dust is linear, and Photon Edge is solely horizontal.
Mythra can airdodge to the ledge to avoid exposing her hurtbox with her recovery. There’s a 3 Frame window to hit Mythra during an airdodge, so time a DTilt if Mythra lines up for an airdodge.
Pyra is floatier than Mythra, but is slower in the air. If Pyra is closer to the ledge, she won’t have time to swap back to Mythra to cover her ascent with a hitbox.
Because of this, Prominence Revolt can be covered with a double jump rising NAir. If that whiffs, immediately ASA to catch Pyra grabbing the ledge.
Pyra can use a double jump alongside Blazing End to throw the move into the stage, covering for a directional airdodge into the ledge. Jump over Blazing End and position for a NAir to punish Pyra’s directional airdodge to the ledge.
Pyra can use double jump FAir, UAir, or Blazing End to hit opponents at the ledge.
A common strategy with Pyra at the ledge is to repeatedly use Prominence Revolt to hit opponents who get too close with the landing hit. Counter this by damaging Pyra outside the range of Prominence Revolt with projectiles.
Pyra has a cycle of conditioning with her ledge options, as she can draw opponents closer to her with repeated use of Blazing End off of the ledge (which beats opponents standing at roll distance, so it encourages opponents to shield at ledge) which leaves them open to shield pokes/getting hit by Prominence Revolt at ledge.
Ledge:
Young Link Ledge Coverage Info, Labbed by Sachit:
DTilt: Hits, but only when spaced (lowest point of the hitbox)
DSmash: Hits
FTilt: Hits
Most Reliable Move: DSmash
Animation Info: Pyra/Mythra have head rise animations at the ledge, which are not required to hit.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD Milkshake %s:
Pyra: 106-140, 95-117
Mythra: 102-125, 91-104
Pyra/Mythra Kill Throws: None
Pyra and Mythra can low profile ZAir/double jump ZAir from the ledge with their dashback animations.
Pyra’s DAir pancakes BAir out of shield.
Pyra’s hurtbox shifting allows her to always avoid the Boomerang > full hop DAir kill confirm.
Be careful with what commitments you put yourself in against Pyra. Pyra can just catch your endlag at obscenely early %s and you’ll die for it, whether it be a DAir spike, DAir > USmash DI cross-up on a platform, or FSmash to catch a landing.
With a character as obscenely fast as Mythra, sometimes even with projectiles manipulating her movement, Young Link still can’t challenge her. In situations like those, it’s best to use empty movement to slow down the game, and resetting neutral until comfortable.
Bomb will bounce when hit by a hit of Photon Edge. Bomb can’t be used to cover Photon Edge recoveries/corner escapes.
Stages
Battlefield:
Indifferent. Although Mythra can use this stage to extend combos, it's is good for Young Link in that he gains platforms to avoid their disjointed platform pressure, and that Pyra is easier to intercept in the airspace between the platforms.
Small Battlefield:
Bad. In actual practice, it is preferable to have access to the top platform from BF over this stage’s two platforms, since it gives an additional route for landing, which is useful for navigating Pyra’s platform pressure at kill %s.
Final Destination:
Good. Without platforms, Mythra has less options to avoid projectiles, meaning that Young Link can utilize Fire Arrows and Bombs to stuff out Mythra more reliably. However, the lack of platforms can give Young Link some struggles trying to get off of the ledge against Pyra/Mythra.
Smashville:
Terrible. This stage doesn’t provide ample space to use projectiles against Mythra, meaning Young Link is either always backed to the corner or engaging in midrange/close quarters combat against Mythra.
Town & City:
Good. This stage gives Young Link ample space and platforms to escape disadvantage with. The only issue is that it can feel like there’s too much space, so much so that Young Link can camp and Mythra can still threaten a dangerous burst range. The choice between here and PS2 is mostly up to preference.
Lylat Cruise:
Indifferent. The layout of the stage allows Young Link to catch grounded approaches more consistently and use the platforms as a cover for dodging aerials, but trying to land when Pyra/Mythra is under the platforms or ledgetrapping can be difficult.
Pokémon Stadium 2:
Great. This stage provides both space to camp out Mythra reliably and platforms/airspace to jump about when Pyra is pressuring platforms. Although there are only 2 platforms like SBF, the platforms are farther apart and there’s more space on the floor, meaning Young Link can escape with some space to protect him.
Kalos Pokémon League:
Great. This stage provides the upsides of FD while supplementing platforms to help land and escape ledgetraps.
Yoshi’s Story:
Bad. Although the platforms leave Pyra/Mythra vulnerable when using Prominence Revolt or Ray of Punishment/Chroma Dust out of shield, Mythra can snowball advantage state with the platform layout, as she can cover opponents landing on platforms to extend juggles, and can kill off the top blastzone early with UAir.
Hollow Bastion:
Indifferent. Unlike SV, this stage gives enough space for Young Link to disengage from Corrin, but it can still be difficult to avoid Corrin’s swings in disadvantage sometimes.
Sets & Resources
Young Link vs Pyra/Mythra MU VOD Playlist: YL vs Pyra/Mythra (Aegis) Matches
(Alrest Server Resources): Mythra Foresight Frame Data
(World Tree Sever Resources): Aegis ledgehang punish notes and tipper PR setups by Shrike
Reference Images