This is a guide to Pyra and Mythra (Xenoblade 2)'s release date and moveset in Super Smash Bros. Ultimate. Everything about Pyra and Mythra, including when they will come out, a breakdown of Pyra / Mythra's moveset, combos, as well as our tier list placement for Pyra / Mythra and more!
List of Contents
In the in-depth look at the character from Mr. Sakurai on March 4th (6:00 a.m. PT / 9:00 a.m. ET), it was revealed that Pyra and Mythra will be released later today. If you are reading this currently, the character will be available very soon, assuming you have already purchased the Fighter's Pass Vol. 2!
If the update timing is the same as usual, we can expect them to be added into the game at 5 p.m. PT / 8 p.m. ET later today!
Similar to Pokemon Trainer, Pyra has the ability to switch between her and Mythra, similar to Pokemon Trainer. This can be executed via her Down B special, similar to how Zelda and Shiek worked in Super Smash Bros. Melee. Additonally, you can choose between starting with Pyra or Mythra from the character select screen by pressing the Y button while hovering over the character.
Pyra has slower movement and air speed, as well as generally slower frame data, but on the plus side, her attacks are much more powerful than Mythra's, despite having many similar moves.
Pyra's sword attacks can deal fire damage. Her forward smash is a very powerful smash attack, which has the potential to KO extremely early, easpecially if fully charged. One good read could earn you a stock with this move.
Pyra has both a 3 hit jab combo ending in an upward swing, as well as a rapid jab. The rapid jab variation has a fire effect.
Pyra's dash attack is somewhat slow on startup, but it is very powerful, and can be used as a KO option.
Pyra's forward tilt has excellent range, and will likely be a powerful attack for spacing.
Pyra's up tilt is an upward attack that has a wide range, and will be used as an anti-aerial.
Pyra's down tilt is great for building up damage. It looks to have longer end lag than Mythra's down tilt, so it is currently unknown if it will combo into anything.
As mentioned above, Pyra's forward smash is extremely powerful, even when uncharged. When fully charged, it can KO opponents at very low percents, but it has considereable end lag, so you will be punished for whiffing it.
Pyra's up smash hits the area directly above her head, spinning her sword around in a circle and hitting once. While up tilt has better range, this move can still hard punish characters above and directly in front of Pyra.
Down smash appears to be Pyra's quickest smash attack. It spins around in a circle on both sides of her.
Prya's neutral air is similar to that of Shulk or Ike's, swinging the sword in a circle to cover a wide range. Unlike Mythra, Pyra's nair is a single hit move, and may be a good edgeguarding tool, as well as spacing tool.
Pyra's forward air is pretty standard for a sword character, and will likely function similar to that of Lucina's, making it a great edgeguarding tool, although it comes out significantly slower than Mythra's.
Pyra's back air is a move where she spins her sword in an arc and swipes behind her.
While much slower than Mythra's up air, Pyra's up air still covers a great range, and will likely be a powerful tool for juggling or KOing off of the top.
Pyra's down air is a move that swipes below her and has great range. It has a meteor smash effect on it, making it a great way to land early KOs, but as Pyra's recovery is a bit limited, it is somewhat risky to use offstage.
Flame Nova allows Pyra to spin around, releasing a powerful flame hit on both sides of herself. The move can be charged by holding the special button, and will deal extra damage and knockback upon release.
Unlike some chargeable attacks, it cannot be charged and stored for later, but it can be charged from the air. It is a bit slow on startup, but it is powerful enough to KO opponents at higher percents. It is also possible to alter Pyra's direction slightly left or right during the attack.
Pyra's side special allows her to throw her sword forward before it returns to her, like a boomerang. While she can move and jump as normal after throwing it, she will be unable to do anything that uses her sword, which extends to both attacks and her recovery. Since it is a projectile, it can also be reflected.
Pyra's up special is a move where she launches into the air, and then comes down with a powerful hit. The angle she moves is somewhat similar to Incineroar's up special. It appears to come out rather quick, so it will likely be a great out of shield option, and it can even KO at higher percents. The control stick can also be ued to slightly alter its direction travelled.
As mentioned above, Pyra can use down B to change to Mythra. During the change animation, the character gains brief intangibility, so it can be a good combo breaker, similar to Pokemon Trainer's Down B.
Pyra's forward throw is a standard throw that sends the opponent forward. It doesn't looks like it will combo or KO, so it will mostly be used to put an opponent off stage.
Pyra's back throw is a standard throw that kicks the opponent behind her. It also doesn't looks like it will combo or KO, so it will mostly be used to put an opponent off stage.
Pyra's up throw sends the opponent directly above her. While it doesn't combo into anything, it can be used to put characters with poor disadvantage into the air to follow up with an up air.
Pyra's down throw hits her sword into the opponent before sending them upward. It does good damage, and can lead into a number of follow-ups, so it is her go-to throw at low to mid percents.
Pyra's Final Smash is the Burning Sword, a powerful explosive strike from her sword.
Similar to Pokemon Trainer, Mythra has the ability to switch between her and Pyra, similar to Pokemon Trainer. This can be executed via her Down B special, similar to how Zelda and Shiek worked in Super Smash Bros. Melee.
While her attacks are generally weaker than Pyra's, Mythra has better speed all around, including her movement speed, air speed, as well as frame data. She will be very useful for racking up damage, while Pyra can be used to finish opponents off early. Additonally, you can choose between starting with Pyra or Mythra from the character select screen by pressing the Y button while hovering over the character.
Mythra has a unique ability called Foresight, that allows her to avoid an attack and potentially follow up with a counter attack afterward by using a roll or spot dodge. This unique ability is somewhat similar to Bayonetta's Bat Within ability, as it will reduce the amount of damage taken and slow the opponent slightly.
Mythra has both a 3 hit jab combo ending in an upward swing, as well as a rapid jab. The rapid jab variation has a light effect.
Mythra's dash attack is a quick move with good range, which will mostly be used as a quick burst option or whiff punish.
Mythra's forward tilt comes out quick, making it an excellent tool for spacing opponents trying to close in the gap.
Mythra's up tilt also has impressive range, so it will be great for denying an opponent's aerial approach, thanks to its large disjoint.
Mythra's down tilt is a sweeping attack, which can send an opponent upward and lead into a variety of combos, based on percent. This move appears to combo into smash attacks, aerials, and even specials, so it will be one of her best neutral tools.
Mythra's forward smash has great range, and is much quicker than Pyra's in terms of startup and endlag. It will likely be a strong part of her punish game, similar to Lucina.
Mythra's up smash hits the area directly above her head, spinning her sword around in a circle, and acts as a multi-hit. While up tilt has better range, this move can still hard punish characters above and directly in front of Mythra.
Down smash appears to be Mythra's quickest smash attack. It spins around in a circle on both sides of her, and looks to have little endlag.
Mythra's neutral air is an attack where she swings her sword in a 360 degree angle, similar to Pit or Palutena. As a multi-hit move, it can lead into other combos.
Mythra's forward air is pretty standard for a sword character, and will likely function similar to that of Lucina's, making it a great edgeguarding tool.
Mythra's back air covers a very wide range, swinging her sword in an arc from the front of her body to the back.
Mythra's up air has her swing her sword above her head. It has good range, and will likely be a great juggling and combo tool.
Mythra's down air hits below her in an arc, similar to other swordies like Lucina. Unlike Pyra, this move does not meteor smash, though it still may be a good move for hitting opponents below the stage at higher percents.
Mythra's neutral special appears to be this attack where she charges up her sword and unleashes several slashes at the opponent. By holding the special button longer, the move will deal more hits, and have extra range. At full charge, it is a very powerful move with great range, though the charge time will make it hard to properly make use of.
Additionally, it grants her temporary intangibility right when the attack is released.
Mythra's side special allows her to warp forward while slashing multiple times. It covers great distance, and can be used to approach opponents, though it has considerable endlag. Additionally, it works pretty well as a horizontal recovery option.
Mythra has two up specials: Ray of Punishment and Chroma Dust. Both function similarly, slashing and jumping upward, following up with a projectile shot.
Ray of Punishment is her normal up special, so it is used simply by pressing up and the special button (B). She will slash upward, before firing an arrow of light downward at the opponent. The single arrow travels at a further distance than those of Chroma Dust, making it good for hitting opponents offstage.
Chroma Dust can be used by continuously holding the special button (or repeatedly pressing it) after pressing up and special. It will fire out five arrows, covering more range than Ray of Punishment. While the arrow doesn't travel as far as Ray of Punishment's does, it covers a wider range, and is easier to hit opponents on stage with.
As mentioned above, Mythra can use down B to change to Pyra. During the change animation, the character gains brief intangibility, so it can be a good combo breaker, similar to Pokemon Trainer's Down B.
Mythra's forward throw is a standard throw that sends the opponent forward. It doesn't looks like it will combo or KO, so it will mostly be used to put an opponent off stage.
Mythra's back throw is a standard throw that kicks the opponent behind her. It also doesn't looks like it will combo or KO, so it will mostly be used to put an opponent off stage.
Mythra's up throw sends the opponent directly above her. While it doesn't combo into anything, it can be used to put characters with poor disadvantage into the air to follow up with an up air.
Mythra's down throw hits her sword into the opponent before sending them upward. It does good damage, and can lead into a number of follow-ups, so it is her go-to throw at low to mid percents.
Mythra's Final Smash is the Sacred Arrow, where Rex will swipe at an enemy, and then several shots are fired from above, resulting in a powerful finishing hit.
While it is still too soon to know for sure, Pyra has a disjointed sword, and the ability to switch between herself and Mythra, giving her a wide array of movement and attack options. We predict that they will be at least high tier, if not better.
Pyra looks like they will be similar to sword based characters like Roy or Lucina, so they will likely have a similar matchup spread. Most likely, they will do will against characters who struggle against range, but it is unknown what kind of bad matchups they will have, until we know more about the character's recovery, etc.
Pyra and Mythra are included with the Fighter's Pass Vol. 2, which can be purchased from the Nintendo eShop for $29.99 USD ($37.79 CD). The Fighter's Pass Vol. 2 includes a total of six additional DLC characters (including Pyra and Mythra), so be sure and purchase it if you want to have all characters.
If you just want Pyra and Mythra, you can purchase them individually by getting the Challenger Pack 9. It will cost $5.99 USD ($7.55 CA). It will be available from March 4th.
If you purchase Pyra and Mythra via the Fighter's Pass or Challenger Pack, you will also gain access to a new stage: Cloud Sea of Alrest, as well as music from Xenoblade 2.
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|Game Origin||Xenoblade 2|
Pyra and Mythra are characters from the game Xenoblade Chronicles 2 on the Nintendo Switch. Pyra is an ally of Rex, the main protagonist of said game, making Pyra one of the main protagonists as well. Pyra is actually another form of Mythra, a powerful Legendary Blade from that game. If you are interested in learning more about these characters, definitely check out Xenoblade 2 prior to the characters' release!
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Boi she thicc tho
Another swordie. Cool I guess
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shut up retard
Thoughts on Mythra/Pyra?
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