Mythra (ヒカリ, Hikari) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character alongside Pyra during the February 17th, 2021 Nintendo Direct, and were released as part of Challenger Pack 9 on March 4th, 2021 in Fighters Pass Vol. 2. While her moveset is similar to Pyra’s (aside from three of her Special moves and Final Smash), she is not classified as an Echo Fighter, and is instead a transformation semi-clone of Pyra. As such, Mythra is classified as Fighter #80. While Pyra is the selectable character by default across all palettes, the player can choose to start as Mythra by clicking on her in their fighter portrait at the character selection screen, in the same manner as one chooses which Pokémon to start with when choosing Pokémon Trainer.
In all regions, Skye Bennett reprises her role as Mythra in English and Shino Shimoji reprises her role in Japanese, both with all new voice clips.
Mythra is the faster Blade of the duo, possessing vastly superior speed and overall frame data. Along with easily performing combos, she is much more launch resistant than Pyra. A light-middleweight, Mythra boasts the eleventh fastest air speed, eighth fastest walk speed, seventh fastest fall speed, fifth fastest dash speed and the fastest initial dash in the game. Combined with her overall fast moveset, Mythra is most similar to Sheik, Joker or Fox with combos and juggling abilities; a rushdown character.
Mythra's moveset is primarily designed around winning neutral. Her jab is frame 2, making it an excellent tool to shut down slower close-range attacks. Her dash attack covers a large distance and is frame 9, making it a good option to approach or punish landing lag. True to a combo-oriented character, she also possesses several combo starters in her tilts: down tilt is very lagless and deals very little knockback even at high percents, allowing it to combo into most of her standard moveset, up tilt can combo into itself or most of her aerials, and even forward tilt can combo at low to mid percents. Good spacing also renders her tilts difficult to punish. Mythra can generally follow up with her equally fast aerial moves. All of her aerials have good autocancel windows, and except for down air, all of her aerials are frame 10 or faster. Neutral air hits three times and provides good coverage all around her. Forward air and back air are good combo finishers (and in certain circumstances back air can be followed up on), covering a decent area in front and behind her. Up air is a good juggle move, and has an extremely generous autocancel window, even more than the other aerials) While down air cannot spike, it is her most damaging aerial if hit with the first half of the move and possesses the most kill power of her aerials. Mythra's smash attacks are (by far) her best options for KOs. They are relatively fast for smash attacks, with forward smash being frame 14, up smash frame 9, and down smash frame 8. However, they kill only at moderately high percents, even when fully charged.
Finally, Mythra's specials enhance her rushdown playstyle. Photon Edge is similar to Sephiroth's Octaslash, covering a good portion of the stage, except Mythra also teleports several times while using the move, making Mythra incredibly difficult to challenge while using the special. Also, Mythra can use Photon Edge's large horizontal movement to recover. Lightning Buster is frame 9 and can take stocks at around 100% with a mild charge, and can be used off-stage as a mixup to cover airdodges. Ray of Punishment starts on frame 10, and combos into the resulting projectile(s) from itself or Chroma Dust. As a recovery, it is capable of sweetspotting while rising, and if Mythra goes past the ledge, the projectiles can somewhat cover her ledge grab. And of course, Mythra can Swap to Pyra, exchanging Mythra's aforementioned speed with Pyra's overwhelming strength.
In addition to her moveset, Mythra also possesses Foresight, which functions similar to Bayonetta's Bat Within. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes half damage and no knockback, and the opponent suffers additional lag, allowing Mythra a free combo or even a KO. This helps her disadvantaged state, as Foresight allows her to escape slightly untrue combos or juggles.
Despite her immense agility, Mythra is balanced by a severe lack of KO options (although swapping to Pyra remedies this completely). Outside of her smash attacks and charged Lightning Buster, none of her moveset reliably kills at the ledge at 150%. In this sense, she is similar to Sheik, both sharing a great rushdown but mostly lacking in launching power. Also, her range is only average for a sword character, and she lacks a projectile outside of her up special, meaning she can sometimes struggle against certain zoners, although her excellent mobility compensates for that.
Her special moves, while decent, have weaknesses to balance them out. While Lightning Buster is a potential KO option, it only covers one side of Mythra (except for the first hit, which hits both behind and in front of her), leaving her open if misused. Photon Edge is very unsafe on shield and renders Mythra helpless if used in the air. It also does not sweetspot the ledge until after the move ends. Additionally, Photon Edge has transcendent priority, meaning that it is easily intercepted by most projectiles; and while the hitboxes have impressive horizontal disjoint, they are not very vertically disjointed from Mythra's main hurtbox, which is static and does not match up with the Mythra duplicates visible during the move, meaning that if she recovers using the move, she is highly vulnerable to meteor smashes from above. Ray of Punishment also covers decent vertical distance but little horizontal distance, although Mythra does have decent horizontal drift afterwards.
Perhaps Mythra's single biggest weakness, however, is her very limited recovery, a weakness shared with Pyra. Although she has very good air speed, her double jump height is below-average at best, her falling speed is incredibly fast, and as mentioned before, Ray of Punishment has poor horizontal travel distance, while Photon Edge leaves Mythra helpless and does not snap to ledges until the very end. If Mythra uses Ray of Punishment's downward projectile to stage spike an off-stage opponent while she is recovering, they can wall jump tech after getting hit by the projectile and punish her, similarly to the Tech Check technique. Mythra is also susceptible to semi-spikes, as getting hit by a sufficiently strong one means that she will be too low to use Photon Edge, and likely will not be able to cover the required horizontal distance with Ray of Punishment either.
Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed renders her susceptible to certain combos (such as Steve's jab/forward tilt combos), and her average-at-best air acceleration can make it difficult for her to adjust her aerial drift while being juggled compared to other speedy characters with superior air acceleration, such as Fox, Sheik and Zero Suit Samus. And unlike Pokemon Trainer's Pokemon Change, Swap does not grant intangibility until frame 6, making it inefficient as a combo breaker. (Also, Pyra's disadvantage is even worse than Mythra's.)
Mythra's grabs are also subpar. Down throw is her most damaging throw, and at low percents confirms into up air, and forward throw can confirm into dash attack. However, at medium to higher percents, her throw combos are not true and she does not gain much from them. None of her throws reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.
Overall, Mythra excels at racking up damage with her rushdown playstyle. She has a good combo tree and for the most part, dictates the pace of neutral. However, she heavily relies on Pyra to finish stocks, as Mythra herself lacks good options to close them out.
Uniquely for clone characters, Mythra and Pyra act as a transformation character similar to Pokémon Trainer, and to Sheik and Zelda in Melee and Brawl. As typical of both transforming characters and certain pairs of clones, their movesets are designed to complement each other in a speed vs. power dichotomy. Mythra is characterized by an overall extremely fast mobility, and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has some of the slowest movements in the game, but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters.
While all of their special moves (except for Swap, which is required to switch between the two) are fully unique, the rest of their moves have identical animations, similarly to how they function as different variations of the same Aegis Sword moveset in their game of origin (aside from Blade Specials). In comparison to other clones, they have the same amount of different moves from each other as the full clone Young Link has from Link—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with Toon Link. Additionally, Mythra has a unique ability, Foresight, which acts as a form of dodge leniency, while Pyra has no similar ability of her own.
Overall, Mythra excels at the start of a match and when the player is at a disadvantage due to her superior speed and additional multi-hit moves allowing the player to quickly rack up damage and escape pressure. However, Pyra's superior damage and range, while leading to worse combo potential, allows her to close stocks much earlier and has much more combo enders that Mythra heavily relies on. While both are able to stand on their own in terms of usability, effective use of both in a battle is recommended to unlock their full potential.
All values here assume fully fresh dodges.
For a gallery of Mythra's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Players have seen Mythra to be a better character in a stand-alone sense due to her vastly superior movement and frame data in addition to Foresight granting her access to potentially punish opponents out of disadvantage. On the other hand, she is often reliant on switching to Pyra in order to KO at reasonable percentages, as most of her attacks’ damage and knockback are below average at best, thus it is agreed that they are designed to be complementary to each other to a further degree than other characters in the series who can transform. Mythra along with her counterpart Pyra have already garnered notable representation and results online, and many believe the duo to potentially be one of the best characters in the game due to their combined strengths and drastically different play styles giving them great mix-up potential and versatility. However, it is unknown how they will fare in the long run due to them having been only recently released.
Classic Mode: Shared Destinies
Referencing the duality of Pyra and Mythra, the pair's route features pairs of opponents who are the same or similar. This extends to Master Hand and Crazy Hand at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).
Role in World of Light
Despite their status as downloadable content, Pyra and Mythra do have a legitimate role in World of Light, as they appear in the base game as spirits in the Light Realm and the Final Battle respectively, meaning that they were vaporized by Galeem. The Mythra spirit is called as reinforcements by Galeem and is placed directly in front of Palutena and the real Master Hand, making her an obligatory fight to achieve the true ending. Defeating this spirit does not unlock her and Pyra as a playable character; rather, they are unlocked after downloading them and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.
Mythra's fighter spirit can be obtained by completing Classic Mode; however, Mythra must be the one chosen as the front on the character selection screen to get her spirit. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Mythra (Fighter)".
Additionally, Mythra has a support spirit as part of Ultimate's base game.
In Spirit battles
As the main opponent