Matchup Summary (Win Condition and Game Plan)
This matchup gets ugly for Hero the more often he agrees to Mythra’s pace. Mythra’s ground speed, startup, and low endlag let her keep chaining burst-ins and whiff punishes, while Hero’s landing and MP economy both get stressed the moment he is forced above her. The flip side is that Mythra’s solo kill power is still position-dependent, and Hero always threatens a 3f up B punish and much higher single-hit reward.
Hero therefore wants a game where Mythra has to touch shield or swing first into sword range instead of a straight scramble. The table gives real targets for that plan: jab 1, forward tilt, up tilt, down tilt, dash attack, every smash attack, neutral B, and side B can all be checked by up B (3f) or OOS uair (9f) when spaced for shield contact. By contrast, Mythra’s fair, bair, and dair mostly leave Hero with only up B, while uair at -5 is effectively unpunishable in place, so forcing a shield punish after every aerial is the wrong battle.
Hero’s real payoff comes from turning those small punishes into ledge position. Mythra racks damage quickly, but once she is pushed outward her recovery choices narrow and her kills are much less automatic than her advantage state suggests. Mid and late stock, Hero should value ledge traps that funnel into fair, bair, up smash, the zap line, or a strong menu spell over long center-stage guesses.
Foresight is also a major reason not to pre-commit with slow fairs, hard reads, and obvious kill swings. Menu should only come out after real distance is created, after Mythra is sent offstage, or when she is locked into recovery. If Hero keeps the close-range game trimmed down to shield, sword, and low-commitment spell checks, he has a much better chance to survive the first pressure cycle and make the next punish count.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Hero OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -15 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -20 |
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| Rapid Jab | 8/12/16… | — | ||
| Rapid Jab Finisher | 6 | -27 |
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| Forward Tilt | 8 | -11 |
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| Up Tilt | 7 | -14 |
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| Down Tilt | 5 | -11/-10 |
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| Dash Attack | 9 | -22 |
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| Forward Smash | 14 | -26 |
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| Up Smash | 9/12/17/22/26 | -40/-21 |
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| Down Smash | 8/14 | -28/-30/-22/-24 |
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| Neutral Air | 8 | -10 |
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| Forward Air | 8 | -7 |
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| Back Air | 10 | -7 |
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| Up Air | 9 | -5 |
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| Down Air | 13 | -7 |
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| Neutral B | 9/20/30/40—69/80/90/99/109 | -21 — -8 |
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| Side B | 18/25/32/39/46/54 | -47 |
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| Up B | 10/40 | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not try to match Mythra’s raw speed. Show sword range, Frizz pressure, and Zap timings, then cash out when jab 1, forward tilt, up tilt, down tilt, dash attack, neutral B, or side B actually touch shield.
- After blocking fair, bair, or dair, do not force a punish that is not really there. Cover the landing, pullback dash, or next burst option instead and win on the second interaction.
- Once a punish lands, keep sending Mythra toward ledge rather than resetting to center, because her recovery and kill consistency both worsen when she is pushed outward.
- At kill percent, decide early whether the stock should end through fair, bair, up smash, a Zap-line callout, or a strong menu pull, then concentrate your ledge trap around that route.
- Open Menu only after space has been earned. Up close, preserve MP and stabilize with shield, sword normals, and low-commitment spells.
Actions to Avoid
- Do not swing first with slow fair, smash attacks, or other obvious commitments into Mythra’s dash speed and Foresight windows.
- Do not autopilot a punish after every blocked aerial and hand Mythra a whiff punish that restarts her juggle and ledge pressure.
- Do not spend MP too freely in neutral and leave your recovery or ledge finishing options weak once Mythra finally wins the chase.
- Do not open Menu in close center-stage scrambles where Mythra can simply run in with dash attack, rising aerials, or a grounded burst.