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 both of them were released as part of Challenger Pack 9 on March 4th, 2021 in Fighters Pass Vol. 2. She can transform into Pyra using her down special move, Swap to Pyra. 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 semi-clone of Pyra. As such, Mythra is classified as Fighter #80.
Although 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.
Skye Bennett and Shino Shimoji, who voiced Mythra (and Pyra) in the English and Japanese versions of Xenoblade Chronicles 2 respectively, reprise their roles in the international and Japanese versions of Ultimate with new voice clips, the former of whom initially confirmed her reprisal via Twitter.
Mythra is the faster Blade of the Aegis duo, possessing vastly superior mobility and overall frame data to her counterpart (mainly in regards to overall duration in terms of ending lag), but weaker attacks and overall shorter range. Like Pyra, she is a middleweight, albeit on the lighter end of the weight class, due to weighing the same as the Ice Climbers, Lucario, Wolf, Villager and Steve. Mythra boasts the 11th fastest air speed, 8th fastest walking speed, 7th fastest falling speed, 7th highest gravity value, 5th fastest dashing speed, and the fastest initial dash in the game, as well as decent traction. However, Mythra's jump height is below-average, while her short hop, double jump and air acceleration values are merely average. Overall, these traits make her a character similar to the likes of Captain Falcon, Sheik, Chrom or Little Mac; she is a very fast and generally offense-oriented character who excels at whiff punishing, tech-chasing, comboing, juggling and maintaining stage control in the neutral game, and has access to useful burst options as well.
One of Mythra's greatest strengths is the speed and utility of her grounded moveset. Neutral attack is Mythra's fastest move, coming on frame 2; this makes it useful for intercepting opposing attacks or sometimes even approaching, the latter thanks to her incredibly fast ground speed. As a swordswoman who fights with her respective Aegis Sword, almost all of Mythra's standard attacks (barring the first hit of neutral attack) are also disjointed as well, aiding her in directly challenging incoming attacks.
All three of Mythra's tilt attacks are fairly quick moves, with all of them possessing the ability to start combos. Down tilt has fast startup and very low ending lag, as well as fairly low knockback even at very high percents, allowing it to combo into most of her standard moveset; up tilt can combo into itself and/or most of her aerials; and even forward tilt can combo at low to mid percents. The speed of Mythra's tilts can make them difficult to react to, and good spacing can sometimes potentially also make them difficult to punish as well. Her dash attack is fast by swordfighter standards, coming out on frame 9, and it also provides her with solid forward momentum that makes it fairly useful as a burst option. Finally, her smash attacks are decently fast KOing options with solid ranges: forward smash comes out on frame 14 and is her strongest smash attack with the most range, but has the slowest startup of her smashes; up smash comes out on frame 9 and has a lingering hitbox, making it a decent out of shield option from the front; and down smash is her fastest smash attack, coming out on frame 8, and hits twice simultaneously on both sides. However, Mythra's smash attacks are fairly weak; they only KO at moderately high percents, even when fully charged.
Mythra's aerial attacks are also fairly decent as well. Her up, back and down aerials can all autocancel in a short hop, and except for down aerial, all of her aerials come out on frame 10 or sooner. Neutral aerial hits three times and provides good coverage all around her; similarly to Byleth's, it also possesses a landing hitbox, which can be used to start combos. Her forward and back aerials are good combo finishers (with back aerial more importantly also being useful for starting or extending combos), covering a decent area in front and/or behind her. Up aerial is a good juggle move, and has an extremely generous autocancel window, even more so than all her other aerials. Finally, down aerial completely lacks the meteor smashing capability of Pyra's equivalent move, but it is Mythra's most damaging aerial attack if hit with the clean hit of the move, and possesses the most KO power of her aerials as well.
Mythra's special moves are also fairly versatile as well. Lightning Buster is a chargeable move that comes out on frame 9 when uncharged; charging it increases the move's power, and the move even possesses a hitbox on Mythra's sword while charging (nicknamed the "bustersaw" hitbox); it can KO most opponents near the edge at around 100% with a mild charge, and it can even be used off-stage as a mixup to cover airdodges. Lightning Buster can even be reversed after charging, similarly to Mii Swordfighter's Blurring Blade and Sephiroth's Shadow Flare, which can potentially be used for mindgames. Photon Edge is a useful burst option which can hit up to six times and and has decent damage output as well; it can be difficult to challenge thanks to the move's hitboxes being placed on the multiple visible Mythra duplicates, none of which have a hurtbox, and it can also be used as a horizontal recovery option as well. Ray of Punishment starts on frame 10, making it a decent out of shield option when combined with the initial slash's hitbox, and the initial slash in particular combos into the resulting projectile; holding the special button or pressing it more than once turns the move into Chroma Dust instead, with the singular downward projectile instead replaced with multiple smaller projectiles. Ray of Punishment in particular is also an excellent combo finisher as well. As a recovery move, Ray of Punishment/Chroma Dust is capable of sweetspotting ledges while rising, and if Mythra goes past a ledge, the projectile(s) can somewhat cover her ledge grab. Lastly, her down special, Swap, swaps her out with Pyra while granting some intangibility during the switch, allowing the player to switch playstyles on the fly.
Mythra's grab game is not nearly as overwhelming as the rest of her moveset, but it is not without its uses. Her standing grab has average range, but it is slightly disjointed and is tied for the fastest in the game startup-wise. Her dash and pivot grabs also have similarly slightly disjointed grabboxes as well, with the former in particular additionally having decent forward momentum. Her pummel has average speed but an above-average damage output, making it a decent one overall. Down throw is her most damaging throw, and it is also her main combo throw, leading into aerials at low to medium percentages. Forward throw can confirm into dash attack at low percentages, and can also set up tech-chases and edgeguards. Back throw can be used for positioning or setting up edgeguards, but is less useful than down and forward throws. Finally, her up throw is her least useful throw, although it is difficult to react to and can potentially set up juggles.
In addition to her moveset, Mythra also possesses a special mechanic called Foresight, which functions similarly to Bayonetta's Bat Within. If Mythra dodges a few frames before she would have been hit by a move, Mythra takes roughly 50% of that move's damage and no knockback, while the opponent suffers additional lag and is put in a slowdown state similarly to Witch Time, allowing Mythra a free combo, neutral win 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 KOs at the ledge at 150%; however, Mythra still has the ability to combo several of her weaker attacks into those moves (such as comboing down tilt into Lightning Buster via the "bustersaw" charging hitbox) for potential KO confirms, which may alleviate this weakness. Additionally, Mythra's raw damage output is also very poor, a weakness shared with Sheik. This also ties into yet another weakness that Mythra has; outside of her aerials, forward and down tilts, and sufficiently charged Lightning Buster, none of Mythra's moves are safer than -11 on shield, which can make her vulnerable to shield grabs and aggressive out of shield options if her attacks are not properly spaced. Also, her range is only average for a swordfighter, 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. Mythra's grab game is also not without its flaws, either; starting at higher percents, her throw combos stop being true, limiting the utility of her forward and down throws (especially the latter). None of her throws reliably KO either, even at Sudden Death percentages. Her only utility from her throws at these percentages is positional throws.
Her aerials also have weaknesses as well. Despite being decently fast for a swordfighter overall, her aerial frame data is only average for a fighter, with her quickest aerials, neutral and forward aerial, coming out on frame 8, making them unsuitable for breaking out of combos. Compared to most other fighters who share a similar archetype, none of her aerials possess decent KO power, with similar fighters having at least one with notable KO potential. Examples include Sonic's back aerial, Greninja's forward aerial, and Sheik's up aerial. Her back aerial, coming out on frame 10, has below-average startup for a combo tool. Her down aerial is also unarguably her worst aerial. Due to coming out on frame 13, down aerial is among the slowest non-stall-then-fall down aerials in the game without a meteor effect, and it launches opponents too far to have any meaningful utility after landing, all while still having very poor KO potential.
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 directly above (especially if she recovers low with the move). Ray of Punishment also covers decent vertical distance but no horizontal distance by itself, although Mythra does have decent horizontal drift afterwards.
Foresight is also a double-edged sword for Mythra. While it allows Mythra to punish blockable attacks, it also gives Mythra the slowest dodges in the game, with intangibility for her forward ro, spot dodge, and back roll starting on frame 7 for the former two dodges and 8 for the latter, making her vulnerable to grabs and other unblockable attacks. Mythra's directional air dodge distance is counterbalanced by the Foresight mechanic itself. If Foresight is activated during her air dodges, she will travel downward instead of remaining in place, which may lead to self-destructs. Additionally, if it is activated during her directional air dodge, she will travel a shorter distance than usual and will still suffer the entire ending lag of the dodge. Unlike with regular directional air dodges, Mythra in this particular state is not even able to grab ledges, due to the ending lag being considered part of the Foresight animation, along with said animation being impossible to interupt in any way until it is completed.
Perhaps Mythra's single biggest weakness, however, is her very exploitable recovery despite traveling an acceptable distance overall if not interupted, a weakness shared with Pyra, although the former's recovery is noticeably better than latter's. Although she has very good air speed and her directional air dodge covers more distance than most others in the game (barring those of Ness and Lucas), her double jump height is merely average at best, her falling speed is incredibly fast, and as mentioned before, Ray of Punishment has no horizontal travel distance by itself, while Photon Edge leaves Mythra helpless and does not snap to ledges until the very end in addition to not protecting her from above. Additionally, her directional air dodge is risky to use for recovery due to the Foresight mechanic as mentioned above. If Mythra uses Ray of Punishment on 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. It is also very common for even the weakest of projectiles, such as Mario's Fireball to be enough to gimp Mythra and prevent her from recovering to the stage.
Disadvantage can also be difficult for Mythra, though doable with Foresight. Her fast falling speed and high gravity render 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 Pokémon Change, Swap does not grant intangibility until frame 6, making it inefficient as a combo breaker. This is further compounded by Pyra's disadvantage state being even worse than Mythra's.
Overall, Mythra is an incredibly quick swordswoman who excels at zone-breaking, pressuring, tech-chasing, and stage control. She also has respectable combo potential, and is decent at juggling and, like Pyra, punishing (albeit not to the same impact as her counterpart). In addition, Mythra is best utilized when she and Pyra have the advantage so as to alleviate their respective weaknesses and amplify their respective strengths, and when horizontal recovery distance is required, whereas it is considered best to switch to her counterpart to keep advantage due to Pyra's vastly stronger attacks and more impactful punishes.
Mythra's strengths generally outweigh her weaknesses, and players like Sparg0, Cloudy and Cosmos have demonstrated in offline competitive play that she is indeed a competitively viable character, especially when used in tandem with Pyra via Swap. Although Pyra and Mythra's shared viability when used together remains unclear in the long term, most players believe they are top tier or even among the best characters in the game, alongside the commonly accepted Pikachu and Joker.
Uniquely among 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 (especially on the ground, and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has rather sluggish overall mobility (particularly on the ground), but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters.
Additionally, while Mythra has superior frame data overall compared to Pyra, her frame data is not much better than Pyra's in regards to startup lag. Generally, Mythra's attacks are mostly 3-4 frames faster than Pyra's making the latter's attacks more notable as long as the player is certain the attacks will land. The grounded attack with the biggest startup difference between the 2, is dash attack, coming out on frame 9 for Mythra, and frame 17 for Pyra. While this difference is enough to classify the dash attack as quick for the former and slow for the latter, it should still be noted that there is only a 8 frame difference between the two. This also most notably applies with their aerials. All of Mythra's aerials, except for back aerial, are just 3-4 frames faster in startup than Pyra's, with the biggest startup gap in back aerial being just 6 frames, coming out on frame 10 and 16 respectively. Interestingly, 2 of her special moves are slower than Pyra's making them the only moves in her moveset that are slower than the latter. Under the condition of their neutral specials being fully charged, Pyra's Flame Nova comes out on 56 with Lightning Buster on frame 69, a 13 frame startup difference. Pyra's Blazing End first hitbox comes out on frame 14 while Photon Edge's first hitbox comes out on frame 18.
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), and most of their non-attack animations are also identical as well, with the lattermost of these being a trait shared with Dr. Mario and all Echo Fighters. 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 called Foresight, which acts as a form of dodge leniency, whereas Pyra has no similar ability of her own.
Overall, Mythra tends to excel at the start of a match, during the neutral game, and in disadvantage thanks to her superior mobility and frame data, and her combo game is fairly freeform and versatile overall as well compared to Pyra's. However, Pyra's superior power and range in conjunction with her heavier weight, while leading to worse combo potential when combined with her overall only slightly slower frame data in regards to startup, allows her to close stocks much earlier, while also aiding her in more effectively spacing out shorter-ranged opponents; she also benefits more from trading than Mythra as a result of these traits. While Pyra and Mythra are individually usable on their own as standalone characters, it is generally more optimal to instead use both forms together in battle, alternating between the two depending on the current situation.
All values here assume fully fresh dodges.
Mythra was slightly nerfed via game updates. In update 12.0.0, she received several changes that are partially shared with her counterpart Pyra. Shared changes include increased hitstun on the second hit of her neutral attack, as well as reduced pushback against opponents while she is charging her forward smash, with the latter of the two being intended to prevent opposing attacks from whiffing against her during that state. Additionally, Mythra has less intangibility on her directional air dodge, preventing her from performing a completely intangible air dodge toward a ledge while recovering back to the stage; and Lightning Buster no longer has weight-independent knockback, which improves its KO potential against lighter characters, but worsens it against heavier ones. In update 13.0.1, she received a small reduction to the knockback scaling on her forward smash, weakening its KO potential.
Overall, these changes are not expected to change Mythra's competitive reception in the long term, as her key strengths and weaknesses remain unaltered.
For a gallery of Mythra's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Since their release, Pyra and Mythra have received very positive reception from competitive players. This is largely owed to Mythra's outstanding mobility and frame data, overall one of the best in the game, alongside her unique Foresight ability, though this is at the cost of her damage output being largely unimpressive. On the other hand, Pyra brings to the table overwhelming power and range, while losing out on mobility and, to an extent, frame data. Their polarized attributes overall complement very well and leave the duo with few collective weaknesses (most notably, an overall mediocre recovery). Thanks to their strengths and results from players such as MkLeo, Sparg0, Cosmos and Shuton, this has made them some of the most popular characters in tournament throughout 2021, on par with characters such as R.O.B., Roy, Palutena and Wolf and most top players consider them to be a top 3 character in the game alongside Joker and Pikachu.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
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 fighter spirit. It is also available periodically for purchase in the shop for 300 Gold, but only after Pyra/Mythra has been downloaded. Unlocking Pyra/Mythra in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Mythra (Fighter)". Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
Additionally, Mythra has a support spirit as part of Ultimate's base game.
In Spirit battles
As the main opponent