Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Cloud gets to park Back Air and Neutral Air in front of you while building Limit, or whether Mythra keeps cashing in the speed gap on landings and line recovery before that structure settles.
Cloud’s sword is long enough that forcing raw entries is a mistake even for Mythra. The stable version of the matchup is to play slightly outside his first swing, punish the whiff with low Fair or Down Tilt, and then keep the sequence going with Uair, Up Smash, and re-catches on the landing before Cloud can reset Back Air space.
The frame table shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, Side B, Down B (2), and Down Air are all punishable by Up Smash (9f), Grab (10f), Up B (10f), OOS Fair (11f), or OOS Nair (11f). Neutral Air, Forward Air, Back Air, and Up Air are much harder to punish directly, so do not force a shield punish there when you can instead take the landing or the next Limit charge position.
Mythra’s kills are far more repeatable once Cloud is cornered, where Fair, Uair, and Up Smash cover ledge exits and his non-Limit recovery becomes fragile. When Limit is active, reduce the offstage chase distance and rebuild stage control first so Climhazzard or aerial reversal does not steal the turn back.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mythra OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -21 |
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| Jab 2 | 5 | -24 |
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| Jab 3 | 6 | -27 |
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| Forward Tilt | 9 | -16 |
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| Up Tilt | 6 | -18 |
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| Down Tilt | 7 | -26 |
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| Dash Attack | 9 | -26 |
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| Forward Smash | 19/24/28 | -29/-30 |
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| Up Smash | 12 | -24 |
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| Down Smash | 8/21 | -38/-20 |
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| Neutral Air | 5 | -5 |
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| Forward Air | 18 | -6/-6/-7 |
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| Back Air | 11 | -3 |
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| Up Air | 8 | -5/-5 |
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| Down Air | 11 | -11/-12 |
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| Neutral B | 18(18) | -25(-33) |
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| Side B | 10 | -25 |
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| Up B | 7/10 | ** | ||
| Down B (1) | — | — | ||
| Down B (2) | 12 (ground) // 14 (air) | -70/-71 |
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| Grab | 9 | — | ||
| Dash Grab | 12 | — | ||
| Pivot Grab | 13 | — |
Win Condition Checklist
- Do not challenge Back Air and Neutral Air head-on; play just outside the first swing and start your turn from whiff punishes with low Fair or Down Tilt.
- When you block Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, Side B, Down B (2), or Down Air, answer immediately with Up Smash (9f), Grab (10f), Up B (10f), OOS Fair (11f), or OOS Nair (11f).
- Do not insist on shield punishing Neutral Air, Forward Air, Back Air, or Up Air every time; cover the landing and the next Limit charge position with Uair, Dash Attack, or grab instead.
- Push every advantage state toward ledge, because Fair, Uair, and Up Smash become much more reliable once Cloud’s non-Limit recovery route is exposed.
- When Limit is online, stop overchasing offstage and make Cloud spend it from a worse stage position before you recommit.
Actions to Avoid
- Running straight into the tip of Back Air and turning Cloud’s best spacing tool into a free anti-approach wall.
- Trying to shield punish Neutral Air, Forward Air, Back Air, and Up Air every time instead of taking the landing trap that follows.
- Fishing for a central kill too early and giving Limit Climhazzard or retreat aerials the exact scramble they want.
- Chasing too far offstage while Limit is active and letting Cloud reverse the ledge situation with Up B or aerial drift.