Pyra and Mythra from Xenoblade Chronicles 2 made their debut in Super Smash Bros. Ultimate on March 4, and the game's community has already discovered that one of their moves breaks the game. The two-in-one fighter lets players swap between the heavy-hitting Pyra and lightning-fast Mythra, much like Pokémon Trainer. Both sword-wielders have similar normal attacks while their specials vary greatly, but Mythra has a separate ability called Foresight that Pyra lacks.
This skill makes it so if an enemy hits Mythra between the second and sixth frame of her spot dodge, air dodge, forward roll, or back roll, they are frozen, while Mythra can move freely. The ability works similarly to Smash Ultimate Bayonetta's Bats Within attribute, which lets her quickly dodge attacks by turning into a flock of bats. But Foresight also works like Bayonetta's Witch Time, a counter-attack ability that momentarily slows opponents that hit Bayonetta during that move's duration. Fusing these two abilities into Foresight has made Smash Bros' Mythra clearly overpowered.
Smash Bros. YouTuber and tournament organizer Calvin "GimR" Lofton published a video on March 6 detailing why Mythra's Foresight move in Smash is effectively game-breaking. The core issue is that Foresight activates blindingly quickly (0.033 seconds after it's inputted) and there are no cooldowns to keep players from continuously using it. Its lack of cooldown and Mythra's fast ground and air mobility create a combination that will soon require a nerf.
Mythra is technically capable of punishing any character's attacks in Smash Ultimate, so long as players can time a dodge or roll as an attack hits them. GimR showcases several ways this ability can be abused to freeze Smash opponents even when they hit Mythra using certain projectiles. This gives Mythra a major edge over the entirety of Smash Ultimate's cast, because no other character is capable of the same kind of defensive abilities.
GimR put it best. Foresight allows "Mythra to be in a decent position when she should be at a disadvantage." Typically, when any other character's shield is hit with a safe move (an attack that they can't punish before their opponent can act), they need to figure out a way to get out of that situation. Mythra can avoid that situation entirely by threatening to use Foresight as a get-out-jail-free option or baiting her opponents into doing nothing out of fear of Foresight.
Nintendo did try to balance Foresight by adding five extra frames to Mythra's dodges and rolls, so enemies have more time to punish her evasive maneuvers if they see them coming. Grabs also don't activate Foresight, so players can pretend they're going to swing and then grab instead (a technique known as tomahawk grabbing). Still, Mythra and Pyra has a major edge over all of the Super Smash Bros. Ultimate roster that will only worsen if Foresight is left untouched and experienced players learn how to abuse it even more.
Source: GimR Lab/YouTube
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