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.






Pyra Neutral:















Mythra Neutral:










Foresight:










Combined Aegis’ Neutral:










Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing
(How do I escape this situation?):


DI-ing Pyra & Mythra’s Moves:







Punishing Fully Charged Flame Nova and Lighting Buster:









SDI-ing Mythra’s USmash to avoid DI Crossup:












Platform Pressure
(What tools do they have? How can we escape this pressure?)







Landing
(How do they cover it? What are my best options?):









Landing after hit by Blazing End:






Offstage
(How Do I Escape This Position And What Do I Look Out For?):



Pyra’s Edgeguarding:








Mythra’s Edgeguarding:







Ledge:





Pyra’s Ledgetrapping:







Mythra’s Ledgetrapping:





Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:










Offstage:

















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








Stages










Sets & Resources



Reference Images