Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

SSBU/Pyra & Mythra

From Dragdown
(Redirected from Aegis)


Overview
Overview
Pyra & Mythra (Aegis, Pythra) are a duo of characters with opposing strengths built to complement each other. With Mythra's speed and Pyra's strength, they are well equipped for almost every situation.

Pyra relies on keeping her opponent at her sword's length, and not letting them get any closer. She accomplishes this primarily by wallingZoning an opponent at a midrange via physical hitboxes with aerials and tilts; and zone-breakingGetting through an opponent's attempt to zone using Blazing End to beat out projectiles or a walling opponent. Pyra has high damage per hit and good kill power, but is limited heavily in her speed. This makes Pyra more comfortable forcing an opponent to come to her than approaching an opponent.

Mythra relies on fast speed and large burst range to whiff punishPunishing a missed attack opponents in neutral. Her most notable burst optionA fast, unreactable attack often with good distance are Dash Attack and Dash Grab, but both are risky on successful block or whiff. Because of this, Mythra often waits till an opponent commits to an option to use these tools. To force an opponent to commit, she uses movement to threaten her burst options, combined with safe pokeA low-risk attack such as DTilt or FTilt. While she has good moves, they aren't unpunishable and so shouldn't be overused. In advantage, Mythra relies on fast moves and high gravityDownwards acceleration when falling to oppress an opponent and frame trapString that allows an escape option while also catching that escape option's lag options, in exchange for somewhat low damage per hit.

Overall, Aegis is a character built around playing defensively and oppressing their opponent when holding the advantage.

Summary
Pyra does things (Placeholder)
Pros Cons
  • Stance Change: Swap (Down Special) allows the Aegis player to control the speed and flow of the match at will.
  • Expressive Gameplay: The player can choose to play Pyra or Mythra in any situation, giving them many options in various game states.
  • Space Coverage: Pyra's sword is exceptionally large and disjointed, covering lots of space. In addition, Blazing End(Side Special) allows Pyra to challenge opponents that try to stay out of her sword range.
  • High KO Power: Lots of Pyra's Attacks deal a lot of damage and can KO quite easily.
  • Sluggish Mobility: Pyra's mobililty is quite sluggish, having the 6th slowest dashing speed and below average walk speed. Thus, she can struggle against characters who can keep out of her sword range and pressure her.
  • Flawed Recovery: Pyra's main recovery tool Prominence Revolt(Up Special) travels upwards in a very predictable manner, making it very easy to edgeguard. Combined with lackluster mobility, she will either have to space her recovery carefully or switch over to Mythra.
  • Terrible Out of Shield Game: Pyra's fastest out of shield option is her Grab, which comes out on Frame 11. Shielding attacks means that Pyra will be forced to reposition and continue being pressured or switch out to Mythra.

Summary
Mythra does things (Placeholder)
Pros Cons
  • Stance Change: Swap (Down Special) allows the Aegis player to control the speed and flow of the match at will.
  • Expressive Gameplay: The player can choose to play Pyra or Mythra in any situation, giving them many options in various game states.
  • Fast: Unlike Pyra, Mythra's movement is much faster, allowing her to manuever well around the stage. Combined with the disjoint her sword gives, she can cover space very quickly.
  • Foresight: Foresight allows Mythra to counter attacks by dodging. Foresight slows the opponent down on hit, and gives Mythra the opportunity to reverse the pressure.
  • Combo Starter: Many of Mythra's moves can combo into each other, allowing her to get many hits off on the opponent once hit.
  • Poor Damage Output: As a tradeoff to better frame data, Mythra's moves do less damage compared to Pyra. This means that although she can easily combo attacks into each other, they won't be racking up a lot of damage.
  • Can't KO: With less damage and knockback on her moves, Mythra will struggle to KO opponents. She must either rely on edgeguarding the opponent, or switch over to Pyra to secure stocks.
  • Flawed Recovery: Although Mythra does have better air mobility and more options to mix up her recovery than Pyra, they are flawed. Ray of Punishment (Up Special) and Photon Edge (Side Special) are both vulnerable to attacks from above, and her Double Jump is poor.

Mythra - Foresight
Mythra's spotdodge, rolls, and airdodges can trigger Foresight at the beginning of their duration; this slows down the opponent and gives Mythra time to punish them. During the Foresight window on Mythra's dodges, Mythra is still vulnerable to grabs. This makes all her dodges, most notably spotdodge, worse for escaping grabs. Additionally, if Foresight triggers in the air, Mythra can no longer grab ledge. This may cause Mythra to fall too far to recover. Foresight begins on frame 2 of a dodge, and ends when the dodge's intangibility starts.



Pyra & Mythra

Pyra & Mythra
Weight:98
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:Up Special (13F)

Pyra & Mythra
Weight:92
Spotdodge:The duration and intangibility of this character's on-spot dodges.31F (2~6F foresight, 7~21F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2~5F Foresight, 6~33F intangible (Neutral)
2~5F foresight, 6~24F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Photon Edge
Fastest OOS:Up Smash (9F)


Pyra
Mythra

Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 3-5 22 361/180 -14 to -12 N/A
Jab 2 2.0 5-6 32 361 -23 to -22 N/A
Jab 3 5.0 5-7 36 361 -24 to -22 N/A
Rapid Jab 0.6 3/7/11 17 361 N/A N/A
Rapid Jab Finisher 5.0 6-7 38 40 -25 to -24 N/A

3-hit jab with good damage or exceptional kill power.

  • At frame 3, it's Pyra's fastest option by far although it lacks range.
  • Rapid Jab is good for damage, while Jab 3 is the fourth strongest killing jab in the game and kills at around 145% and gives better positioning due to the lower angle.
  • Due to the speed, Jab is often her best tool out of parry or a clank, if it will reach.
  • Jab 1 can lock after an opponent mistechs, and is +20 meaning it can link into FSmash if done frame perfectly. Jab 2 can also lock, but has much less advantage. However, due to Jab 1's high hitbox, it can only lock many characters during their mistech bounce.
  • Shield drop Jab is tied with FAir and NAir for Pyra's second fastest OoS option.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 15 20/15 N/A N/A 4
Jab 2 20/10 15 N/A N/A 3
Jab 3 71 103 N/A N/A 6
Rapid Jab 10 20 N/A N/A 5
Rapid Jab Finisher 80 80 N/A N/A 6


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.5 11-12 37 35 -10 to -9 N/A

Large, safe, and strong poke although somewhat slow.

  • Most commonly used in corner pressure, it deals a lot of shield damage and kills at around 110% which pressures an opponent to pick an option and pick it quickly.
  • Despite the visual effects, this move is only mediocre at anti-airing due to how the hitboxes are interpolated. While it hits high up close, when spaced it often loses to jumps.
  • Being frame 12, this move is exceptionally slow for a FTilt.
  • Does plenty of shield stun, which makes this much safer on block than on whiff.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
52 78 N/A N/A 15


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.5 11-16 40 96 -19 to -14 N/A

Very large dedicated anti-air with good KO power.

  • Being fairly unsafe on shield, this is primarily used to catch landings and aerial approaches, or to pressure platforms.
  • Has niche uses for covering getup options, as due to its size it can cover many at once. This is most notable against roll and jump getup, because it kills vertically and covers a large area.
  • Has a blind spot behind her under the sword.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
66 98 N/A N/A 9


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0/8.0 9-11 27 87/93 -11/-9 to -9/-7 N/A

Relatively quick and safe poke, with ability to combo start.

  • At low percent, it can combo into most aerials or specials.
  • Can hit many ledgehangs, and can combo into almost any move when done successfully. This includes FSmash, at the right percents.
  • Due to how she crouches during DTilt, she can low profile many aerials done out of shield, making it safer than it may seem.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
82 62 N/A N/A 6/8


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.5/10.5 17-18 53 361 -18/-21 to -17/-20 N/A

A large sweep done out of a deep lunge with incredible kill power.

  • Usually used to catch landings due to tremendous size and power.
  • Due to being slow and unsafe on shield or whiff, use in neutral as a burst option is limited.
  • Pyra's deep lunge can low profile some projectiles and attacks.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
85 66/68 N/A N/A 17/14


Smash Attacks

Flare Smash (Forward Smash)

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
20.0 20-23 68 361 -34 to -31 N/A

Pyra's FSmash is an incredibly powerful smash attack for its speed, even being able to be comboed into.

  • Flare Smash provides incredible leanback on startup, allowing Pyra to float over the ledge and avoid many getup attacks with a reverse FSmash.
  • Flare Smash doesn't hit as high above Pyra, nor lingers as long after the swing, as the visual effects would lead one to believe
  • DAir can combo to FSmash at around 50% on midweights, being a powerful kill confirm. Additionally, DTilt can combo to FSmash at some percents when hitting ledge hang.
  • This is Pyra's third highest damaging move versus a shield, the first two being Nova3 and double-hit DSmash. However, it is still very unsafe on shield if it doesn't break the shield.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 76 N/A N/A 13


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Launcher 3.5 15-16 67 115/125 -47 to -46 N/A
Clean 13.5 17-23 67 83 -40 to -34 N/A
Late 12.0 24-32 67 83 -34 to -26 N/A

A large, lingering anti-air with strong kill power.

  • Can be comboed into out of DAir as one of Pyra's premier kill confirms.
  • The startup crouches considerably and so can low profile some rising aerials
  • Can be used out of an empty hop to catch people jumping preemptively OoS


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Launcher 85 FKB 100 N/A N/A 4
Clean 85 80 N/A N/A 9
Late 80 75 N/A N/A 8


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 Blade Close/Far 13.5/11.0 12-14 48 35 -26/-27 to -24/-25 N/A
Hit 1 Leg Close/Far 10.0/8.0 12-14 48 35 -28/-29 to -26/-27 N/A
Hit 2 Leg Close/Far 10.0/8.0 18-20 48 35 -22/-23 to -20/-21 N/A
Hit 2 Blade Close/Far 13.5/11.0 18-20 48 35 -20/-21 to -18/-19 N/A

A quick two-hit down smash with a low angle and strong shield damage.

  • When both hits connect and the sword hit lands its sweet spot, this is Pyra's highest damaging move against shield, except for charged Flame Nova.
  • At frame 12, it is as fast as FTilt and can be a decent get-off-me tool, as well as being a strong option for covering neutral getup and roll at the same time on reaction.
  • The low angle on DSmash can set up for edgeguards well, especially when paired with DAir or Flame Nova
  • DSmash low-profiles considerably on startup, allowing it to low-profile some moves. This is especially effective when combined with DTilt when going for shieldbreaks, as you can be completely safe from traditional OoS options.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 Blade Close/Far 75 74/71/66 N/A N/A 9/8
Hit 1 Leg Close/Far 75 74/71/66 N/A N/A 7/6
Hit 2 Leg Close/Far 75 74/71/66 N/A N/A 7/6
Hit 2 Blade Close/Far 75 74/71/66 N/A N/A 9/8


Aerial Moves

Neutral Air

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.0 11-16 57 73 -11 N/A
Late 8.0 17-22 57 73 -11 N/A

Commonly considered one of Pyra's worst tools, it provides a lingering hitbox for landing and can kill.

  • Tied with FAir for Pyra's fastest aerial, but unlike FAir it starts behind Pyra
  • Autocancels out of a FH
  • Fairly strong vertical kill aerial, although weaker than UAir
  • Due to high landing lag and late autocancel, it's a niche move in neutral and should often be avoided in ledgetrapping.
  • High angle makes NAir unsuitable for edgeguarding
  • Large lingering hitbox can help Pyra land safely, although high landing lag makes punishing it easy when not autocanceled and when expected
  • Can punish overextensions in juggles and lead to early kills due to high vertical knockback


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 105 60 15 N/A 4
Late 100 60 15 N/A 4


Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 11-14 49 43 -9 N/A

Strong, large aerial good for killing and pressure in neutral

  • Near ledge, is Pyra's second best killing aerial after BAir
  • Tied with NAir for Pyra's fastest aerial, but FAir starts in front of her while NAir starts behind
  • FAir is Pyra's earliest actionable aerial without landing, which allows her to do two in one airtime with a sh and double jump
  • Generally one of Pyra's best aerial poking tools due to being relatively fast, large, and safe


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
68 71 14 1-10, 41+ 5


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 14.0 16-17 50 60 -9 N/A
Late 12.0 18 50 60 -9 N/A

Very large and powerful swing, good for kills at high% or setting up juggles

  • Second highest damaging aerial after DAir
  • Best aerial at killing raw when near ledge
  • Autocancels out of a SH
  • The angle it sends at is very prone to DI, making it slightly worse at killing than FAir when even slightly offstage, despite higher knockback
  • Great tool to cover when retreating thanks to its ability to SH autocancel


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 72 82 14 1-10, 41+ 5
Late 72 82 14 1-2, 46+ 5


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 13-17 57 81 -4 N/A

Very large and strong anti-air, exceptional at frametrapping.

  • Autocancels on SHFF
  • Due to its autocancel and large size, it is exceptional at keeping an opponent in the air and allowing Pyra to punish their airdodge.
  • DTilt > IDJ.UAir is Pyra’s longest lasting combo out of DTilt, can kill confirm on platforms
  • DAir > UAir is DAir's final kill confirm, working at around 115%
  • Aegis’s safest attack on shield, given she lands the frame after the hit


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 67 8 1-5, 38+ 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 12.0 17 66 270 -9 N/A
Clean 14.0 18 66 270 -9 N/A
Late 12.0 19-20 66 60 -9 N/A

Notorious for being one of the best DAirs in the game. It combos exceptionally well, strong spike and sour spot for kills, and has a large, disjointed hitbox.

  • Spike can combo into any attack in Pyra's kit, making it fantastic for damage or kill confirming
  • DAir's optimal set of kill confirms with approximate starting percents are: FSmash (50%), USmash (75%), Up-B (85%), FAir or BAir, depending on positioning(100%), and UAir (120%)
  • Autocancels out of a SH
  • DAir is Pyra's most common follow-up to a grounded footstool, although it's not universal. From a footstool, DAir can still combo to most of Pyra's moves, although at higher percents than normal.
  • Tied with Landing Up-B as Pyra's lowest hitting option at ledge.
  • One of Pyra's best moves at 2-framing due to its size and relatively low commitment. Its large hitbox allows it to hit many characters before they even begin their ledge grab animation.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 30 80 14 1-5, 38+ 5
Clean 30 80 14 25+ 5
Late 65 85 14 1-4, 34+ 5


Special Moves

FlameNova (Neutral Special)

Hold OK

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Lvl 1 Linking Hits 3.0 4-6/12-14/18-20 50 N/A -41 to -25 N/A
Lvl 1 Final Hit 7.0 26-32 50 50 -16 to -10 N/A
Lvl 2 Linking Hits 4.0 7-9/14-16/20-22/25-27/30-32 62 N/A -49 to -24 N/A
Lvl 2 Final Hit 10.0 38-44 62 50 -13 to -7 N/A
Lvl 3 Linking Hits 5.0 7-9 70 N/A -56 to -54 N/A
Lvl 3 Final Hit 13.0 46-52 70 50 -11 to -5 N/A

Large horizontal move with three charge stages

  • Due to stalling Pyra in the air, Flame Nova is an effective edgeguarding tool versus some recoveries. This stall can also help her recovery have more effective timing mixups.
  • Due to how Nova1 has low endlag, Nova1 can string into other moves and be an effective tool for escaping tumble as Pyra when trying to land
  • Nova3 is her highest damaging move on an opponent’s shield, breaking a full shield if both sides of Nova are hit
  • Nova’s 3 charge stages are accessible from frame 10-20 (Nova1), 21-35 (Nova2), and 36-50 (Nova3). On frame 50, Nova3 automatically releases
  • Pyra can move slightly in either direction horizontally during Flame Nova, allowing her to microspace in the air and space for safety on shield
  • This move can be spotdodged when hit on shield, making it much less safe. Nova1 and Nova2 can also be jumped out of.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Lvl 1 Linking Hits N/A N/A N/A N/A 4
Lvl 1 Final Hit 65 100 N/A N/A 7
Lvl 2 Linking Hits N/A N/A N/A N/A 5
Lvl 2 Final Hit 75 100 N/A N/A 10
Lvl 3 Linking Hits N/A N/A N/A N/A 6
Lvl 3 Final Hit 80 100 N/A N/A 12


Blazing End (Side-B)

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Melee Hit 6.0/8.0 14-15 56 55/40 UNK N/A
Linking Hits 1.5/0.8 3-59 55/50 N/A N/A N/A
Final Hit 10.0 61-73 55/50 65 N/A N/A

A long-range projectile dealing high damage and sets up combos or strings

  • Blazing End has three main parts to it: the melee hit on Pyra's hand when she throws, the traveling (also called linking) hits on the sword as it moves to position, and the spinning hits once the sword gets in position
  • The melee hit can clank, the traveling hit effectively has trample, and the spinning hits are transcendent
  • Due to having a property similar to trample on the linking hit, Blazing End beats many projectiles and attacks, becoming a strong zone-breaking tool
  • When the sword returns to Pyra, it causes a pickup animation that's completely inactionable. This animation can be skipped by many animations, notably shielddrop and jumpsquat. This is called pickup skip
  • When pickup skipping with shielddrop, Blazing End gains the ability to combo into Jab or Grab at low %’s. With platform setups, it can combo into most of Pyra's moveset


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Melee Hit 60/50/63/70 100 N/A N/A UNK
Linking Hits N/A N/A N/A N/A 3/2
Final Hit 35 100 N/A N/A 10


Prominence Revolt (Up-B)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rising 4.0 13-15 N/A 85/95/100 N/A N/A
Falling 5.0 42+ N/A 280 N/A N/A
Landing, Sword 2.0/5.0 1 55 55/70 -50/-47 N/A
Landing, Pillar Clean 9.0 2-6 55 60 -48 to -44 N/A
Landing, Pillar Late 5.0/4.0 7-11 55 60 -44/-45 to -40/-41 N/A

Large kill move, primarily used as an OoS option.

  • With proper DI (Down and very slightly away when centerstage, directly in when at ledge), this kills much later, at around 130%
  • This can kill much earlier if the opponent is higher in the air, such as on platforms. However, if they are too high they will hit the sourspot which kills much worse.
  • This scales phenomenally with rage, allowing DAir > PR to kill even before 60% at ledge.
    • However, it also scales with staling very harshly, killing much later with even one stale. Because of this, it's important to keep in mind that Mythra up-b also stales this move.
  • At frame 13, this is Pyra's fastest OoS option
  • Both the falling hit and explosion can twoframe, making this Pyra's longest lasting twoframe in exchange for being slow to start. This is mostly useful if Pyra is already offstage and wants to try to twoframe. This often loses to timing mixups, but if Pyra's opponent is put in a situation where they have only minor timing mixups it can be extremely effective.
  • When spaced properly, the pushback from hitting a shield can cause this move to ledge cancel, putting pyra in special fall and letting her grab ledge. This makes it much safer to use aggressively when recovering


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rising 64/53/50 FKB 100 N/A N/A 5
Falling 39 FKB 130 N/A N/A 6
Landing, Sword 60/65 100 N/A N/A 3/6
Landing, Pillar Clean 96 100 N/A N/A 4
Landing, Pillar Late 90/80 100 N/A N/A 3/2


Swap to Mythra (Down-B)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A N/A 33 N/A N/A all intangible 6-18

Quickly change between Mythra and Pyra

  • Keeps horizontal momentum with lower traction, and removes Pyra/Mythra's jostle box allowing you to cross up an opponent. Sliding with Swap is known as Swapskate
  • Due to intangibility frames 6-18, it can function as a slower and shorter but less laggy airdodge, with no limit on uses per time in the air.
  • Due to allowing people to control whether they have Pyra or Mythra out, it allows complete control over the flow of the game with little commitment


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A


Grabs and Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-8 38 N/A N/A N/A
Dash N/A 12-13 45 N/A N/A N/A
Pummel 1.5 1 7 361 -2 N/A
Standing Grab

Average grab range, but Pyra's fastest OOS option

  • Often one of Pyra's win conditions, as it gives her strong positional advantage

Dash Grab ( or > )

Although slower than standing grab, much better range and sliding means it works decently as a burst option

  • Often one of Pyra's win conditions, as it gives her strong positional advantage

Pivot Grab ( > + )

Niche tool with very little use due to Pyra's speed

  • Sometimes can be used to catch landings from behind due to Pyra low profiling moves during run

Pummel ( > )

Helps to deal extra damage and, crucially, unstale moves. This is very notable, as staling can effect the killpower of Pyra's moves a notable amount.

  • At least one pummel should always be used after grab, sometimes two or even three as Pyra's opponent's percent rises.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A 1-4, 34+ N/A
Dash N/A N/A N/A 1-4, 34+ N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.5 10 28 45 -13 all invincible 1-11
5.5 11 28 33 N/A all invincible 1-11

Good positioning throw with techchase ability

  • Can start techchases
  • Sends at a low angle good for setting up edgeguards
  • Earliest killing throw when near ledge, killing at around 225%
  • Fairly strong base knockback makes it effective at positioning at all percentages


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 130 N/A N/A 4
58 75 N/A N/A N/A


Back Throw

>

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Collateral 3.0 15-16 36 45 -16 to -15 all invincible 1-17
Throw 4.0 17 36 50 N/A all invincible 1-17
  • Basic positioning throw
  • Can start techchases on platforms
  • At low percent can string into a DA if pyra's opponent doesn't jump
  • Pyra's worst throw at killing, will not kill even in Sudden Death
  • Generally, not as effective at positioning as FThrow, but due to sending the opposite direction is still very good for positioning


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Collateral 30 130 N/A N/A 4
Throw 72 45 N/A N/A N/A


Up Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 9 30 84 N/A all invincible 1-9
  • Good vertical positioning and frametrapping tool
  • This doesn't have as much reward at low percents as DThrow, but sets up strings and No results better at higher percents.
  • UThrow > UAir is a strong string, forcing the opponent to either burn a jump, get hit outright, or get their airdodge frametrapped.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
80 45 N/A N/A N/A


Down Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 20-24 49 361 -23 to -19 all invincible 1-24
4.0 25 49 80 N/A all invincible 1-24
  • Pyra's primary combo throw
  • Earliest killing throw when not by ledge, at around 230%
  • Is Pyra's only true combo throw, although only able to combo at low percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 150 N/A N/A 5
85 100 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 24-26 56 45 -21 to -19 all intangible 1-26


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 10


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 14-25 46 48 -24 to -13 all intangible 1-25
Down 7.0 14-25 46 48 -24 to -13 all intangible 1-25
  • Placeholder

It's a get up attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-32 50 361 -24 to -11 all intangible 1-7
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6

Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.0 2-4 21 361/180 -15 to -13 N/A
Jab 2 2.0 4-5 31 361 -23 to -22 N/A
Jab 3 3.0 6-7 38 60 -27 to -26 N/A
Rapid Jab 0.4 3/7/11 17 361 N/A N/A
Rapid Jab Finisher 3.0 6-7 38 40 -27 to -26 N/A

A basic jab with good string potential or damage.

  • At frame 2, it's Mythra's fastest attack. Due to the speed, Jab is often her best tool out of parry or a clank, if it will reach.
  • Rapid jab is good for damage, while the Gentleman sends at a higher angle for platform techchases or strings
  • Jab 1 can lock after an opponent mistechs, and is +20. Jab 2 can also lock with much less hit advantage, but can hit more easily.
  • Despite numerically being unsafe, the fast speed, low hitlag, and innate jab mixups make it very hard to punish and make it effective for checking if they shield with low commitment.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 15 20/15 N/A N/A 3
Jab 2 20/10 15 N/A N/A 3
Jab 3 66 98 N/A N/A 4
Rapid Jab 10 20 N/A N/A 4
Rapid Jab Finisher 80 90 N/A N/A 4


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.5 8-9 26 62 -11 to -10 N/A

Fast poke good for starting strings

  • Generally outclassed by DTilt as a poke unless you need the larger range, due to DTilt’s speed and hurtbox shifting. It can still be better than DTilt at times due to its interpolated hitbox hitting higher in the air.
  • FTilt can start strings with Dash Grab at low percent, and at mid percents can combo into FAir or IRAR BAir for more damage.
  • Pivot Cancel FTilt can kill confirm into FSmash at ledge


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
52 65 N/A N/A 6


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 7-12 27 96 -14 to -9 N/A

Anti-air with great combo ability

  • Great grounded combo starter, linking into itself, specials, and aerials
  • Great for catching a landing opponent near Mythra, although it has a blindspot behind her
  • Can set up platform techchases at mid-percents


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 73 N/A N/A 5


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0/4.0 5-7 21 87/93 -11/-10 to -9/-8 N/A

Mythra's best combo starter and poke

  • Combos into most of Mythra's kit and for large windows
  • Can hit many ledge hangs, and when it does so can kill confirm into FSmash
  • Mythra's second fastest ground tool after Jab
  • At higher percentages, can kill confirm into USmash or Lightning Buster
  • Due to Mythra crouching during DTilt, she can low profile some moves. This is most notable against rising aerials OoS


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60/67 55/60 N/A N/A 4/5


Dash Attack

while dashing or running

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.5/7.0 9-10 40 361 -22/-23 to -21/-22 N/A

Exceptional burst option that sets up techchases

  • Being large and fast makes this amazing for whiff punishing or catching landings
  • Generally unsafe on shield, but can cross-up versus some characters.
  • Can be comboed into out of fThrow or bThrow
  • Mythra's deep lunge allows her to low profile some moves


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
72 55/54 N/A N/A 8/7


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.5 14-17 50 361 -26 to -23 N/A

Exceptional burst option that sets up techchases

  • Being large and fast makes this amazing for whiff punishing or catching landings
  • Generally unsafe on shield, but can cross-up versus some characters.
  • Can be comboed into out of fThrow or bThrow
  • Mythra's deep lunge allows her to low profile some moves


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
75 62 N/A N/A 9


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop 2.0 9-10 53 120 -40 to -39 N/A
Multihit 1.5 11-24 53 366/90 -39 to -26 N/A
Finisher 6.0 26-27 53 83 -21 to -20 N/A

Lingering multihit anti-air with decent kill ability

  • Mythra's fastest OoS option at frame 9
  • When used versus some fighters with a slightly damaged shield, it will shieldpoke
  • Can be comboed into out of DTilt, which can kill confirm at very high percents, around 140 on a midweight. This is more effective versus fastfallers as it has a larger window to work.
  • Mythra crouches on the startup of USmash (starting frame 1), allowing for her to low profile some moves


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop 90 FKB 100 N/A N/A 3
Multihit 50 FKB/60 FKB/65 FKB 10/100 N/A N/A 2
Finisher 75 108 N/A N/A 5


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sword(Close/Far) 9.0/10.5 8-10 45 35 -29/-28 to -27/-26 N/A
Leg(Close/Far) 6.0/7.5 8-10 45 35 -31/-30 to -29/-28 N/A

Fast smash attack with a low angle.

  • Although hits low, is not able to hit ledge hang
  • Sends at a very low angle, good for setting up an edgeguard
  • Both hits have the ability to connect independently, which usually happens on shields but can sometimes happen on hit.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sword(Close/Far) 75 70/69/65 N/A N/A 7/8
Leg(Close/Far) 75 70/69/65 N/A N/A 5/6


Aerial Moves

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multi 2.0 8-13 51 120 -11 N/A
Final 3.0 14-19 51 62 -11 N/A
Landing 2.0 1 14 64 N/A N/A

Lingering multihit with a landing hitbox

  • Despite being -10, mixing up fastfall timing can make this much harder to punish and effectively safer, similar to Byleth’s NAir
  • Both the landing hit and aerial finisher hit can combo start, but the landing hit is generally better at comboing
  • Due to the landing hit and being a multihit, this can be a decently safe rising aerial.
  • During landing lag, Mythra crouches and so can low profile some options OoS


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multi 80 FKB 50 13 1-7, 38+ 2
Final 55 105 13 1-7, 38+ 2
Landing 65 105 N/A N/A 2


Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 9-10 38 45 -7 N/A

Basic sword swing with forward knockback

Note that using this move WILL contribute to staling stales Pyra's FAir, which is a primary kill move for Aegis. So be prudent with using this.

  • Can combo into DA, Dash Grab, or PC ftilt for a long time.
  • Due to the angle, this is one of Mythra’s best aerials for hitting an opponent offstage or for edgeguarding with.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
62 65 10 1-3, 36+ 3


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 7.5 10-11 34 72 -7 N/A
Late 6.5 12 34 72 -7 N/A

Decently large and fast combo tool and damage racker.

Due to low endlag and generous autocancel, BAir can combo without touching the ground or rising when delayed, and is one of Mythra’s best combo extender when tilts won’t reach.

  • Can hit low on ledge and can combo into FSmash to kill if it hits a hanging opponent
  • One of Mythra’s go-to aerials in neutral due to good safety and high reward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 67 66 10 1-3, 26+ 3
Late 67 66 10 1-3, 26+ 3


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 9-13 31 81 -5 N/A

Very large and strong anti-air, exceptional at frametrapping. Due to its autocancel window and disjoint, it is exceptional at keeping an opponent in the air and letting Mythra punish airdodges through it

Although Mythra’s safest move on shield, it doesn’t have a very good front or back hit which makes it hard to use in neutral.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 60 8 16+ 3


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 8.0 13-15 41 50 -7 N/A
Late 6.0 16 41 50 -8 N/A

Large swing underneath Mythra with low angle and good combo potential. Due to the angle, DAir is good for setting up edgeguards or grounded combo extensions Autocancels on SH, and when autocanceled can combo into FTilt when done rising.

When done landing, can combo into most of Mythra’s kit. Most notably, can combo into Dash Attack or Dash Grab


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 60 70 11 1-4, 29+ 4
Late 60 70 11 1-4, 29+ 3


Special Moves

Lightning Buster

Hold OK

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Charge 0.5 10-60 61 320 N/A N/A
Min Hit 1 2.0 5 64 90/366/110 -53 N/A
Min Hit 2 2.0 6 64 160/145 -52 N/A
Min Hit 3 2.0 16-17 64 90/95/100 -42 to -41 N/A
Min Hit 4 2.0 26-27 64 90/366 -34 to -33 N/A
Min Hit 5 6.0 36-37 64 42 -16 to -15 N/A
Max Hit 1 2.0 5 69 90/366/110 -60 all intangible 12-16
Max Hit 2 2.0 7-8 69 160/145 -56 to -55 all intangible 12-16
Max Hit 4 2.0 26-27 69 90/366 -39 to -38 all intangible 12-16
Max Hit 5 2.0 35-36 69 90/366 -28 to -27 all intangible 12-16
Max Hit 6 8.5 45-46 69 42 -8 to -7 all intangible 12-16

Chargeable move with a charging hitbox known as Bustersaw (LBS) and multiple slashes.

  • One of Mythra’s stronger kill options, can be kill confirmed into out of NAir or Dash Attack
  • Can be reversed on release, along with typical turnarounds and B-Reverses
  • Lowers Mythra’s traction tremendously when used, allowing her to “slide” on the ground. When combined with B-reverse, this can allow for unique movement.
  • The charging on the blade above Mythra’s head is known as Bustersaw (or shortened to LBS). It can combo into the main slashes, and this is implied most of the time when talking about Bustersaw
  • Bustersaw can be comboed into from UTilt or DTilt on a DI read. This makes an exceptional kill option on those reads. It can drag opponents down off of platforms. It can also lock an opponent after a mistech, but Mythra can’t get anything off of this.
  • When hitting an airborne opponent, Lightning Buster stalls Mythra in the air. This can be used when edgeguarding, or when landing on a shield in neutral. Note that when edgeguarding, if Lightning Buster misses then Mythra will not stall. This may lead to self-destructs.
  • The first swing of Lightning Buster has intangibility.
  • When fully charged, Lightning Buster does five swings instead of four.
  • Lightning buster beats every ledge option besides jump on reaction. To catch jump, it must be done preemptively


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Charge 35 FKB 100 N/A N/A 2
Min Hit 1 10 FKB/15 FKB/20 FKB 100 N/A N/A 5
Min Hit 2 50 FKB/45 FKB 100 N/A N/A 5
Min Hit 3 20 FKB 100 N/A N/A 5
Min Hit 4 10 FKB/50 FKB 100 N/A N/A 3
Min Hit 5 75 84 N/A N/A 11
Max Hit 1 15 FKB/20 FKB 100 N/A N/A 3
Max Hit 2 60 FKB/45 FKB 100 N/A N/A 5
Max Hit 4 10 FKB/50 FKB 100 N/A N/A 3
Max Hit 5 10 FKB/50 FKB 100 N/A N/A 5
Max Hit 6 55 78 N/A N/A 15


Photon Edge

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit 2.0 18-19 101 30/35 -79 to -78 all intangible 18-19
Multihit 2 2.5 25 101 50/10/5/45/40 -71 all intangible 18-19
Multihit 3 2.5 32 101 0/10/170/220 -64 all intangible 18-19
Multihit 4 2.5 39 101 45/15/75/110/120 -57 all intangible 18-19
Multihit 5 2.5 46 101 340/0/330/230 -50 all intangible 18-19
Final Hit 7.0 54 101 60 -39 all intangible 18-19

Large and disjointed burst option and recovery move.

Although slow, can be used preemptively as a burst option to beat out landing aerials due to its large disjoint. While this can be effective, Mythra should avoid use of this most of the time as it is very punishable when the opponent is ready for it. While moving, Mythra’s hurtbox moves in a straight line and thus can be beaten by projectiles or punished from above with a spike.

This move is very unsafe on shield, allowing most characters to do a shield drop smash attack. When Mythra grabs ledge, most characters can still do a shield drop DTilt or similar fast option to hit Mythra before she grabs. If you whiff this, you have a few seconds thinking about how your opponent is going to take your stock. This move is safer on parry than on shield* (verify), so either shield it fully or spotdodge the last hit and punish.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit 40 FKB 100 N/A N/A 3
Multihit 2 20 FKB/15 FKB/35 FKB/55 FKB/25 FKB 100 N/A N/A 4
Multihit 3 35 FKB/30 FKB/10 FKB 100 N/A N/A 4
Multihit 4 40 FKB/30 FKB/20 FKB 100 N/A N/A 4
Multihit 5 10 FKB/20 FKB/25 FKB 100 N/A N/A 4
Final Hit 85 60 N/A N/A 7


Ray of Punishment/Chroma Dust

+ (Tap for Ray of Punishment, Hold for Chroma Dust)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rising Slash 7.0 10-12 N/A 68/71/80/82 N/A N/A
Ray of Punishment Projectile 2.0 11-27 N/A 72 N/A N/A
Ray of Punishment Explosion 4.5/3.0 N/A N/A 56 N/A N/A
Chroma Dust 2.5 12-31 N/A 52 N/A N/A

Vertical recovery move with two different projectile options based on how long the Special button is held.

Common combo ender, being Mythra's highest damaging combo ender. However, often causes a neutral reset when combo ending and stales Pyra's Up Special. UAir is often more valuable as it allows Mythra to juggle the opponent after the combo

  • Ray of Punishment has long range but a narrow coverage (1 shot), while Chroma Dust has short range but wide coverage (5 shots at once). Ray of Punishment is done by tapping the Special button once, while Chroma Dust is done by tapping multiple times or holding the Special button
  • Both Up Specials can be used effectively to edgeguard and gimp an opponent offstage
  • Ray of Punishment usually does more damage than Chroma Dust, but on larger characters the opposite can be true
  • While Ray of Punishment is almost always true to hitstun, Chroma Dust can have frame gaps large enough for someone to start a double jump or airdodge. While this is annoying when used as a combo ender, this can lead to gimps offstage if the opponent chooses to attempt to jump or airdodge too early.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rising Slash 85 FKB/80 FKB/75 FKB 100 N/A N/A 7
Ray of Punishment Projectile 45 55 15 N/A 2
Ray of Punishment Explosion 55 100/80 15 N/A 3/2
Chroma Dust 65 85 20 N/A 2


Swap to Pyra

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A N/A 33 N/A N/A all intangible 6-18

Swap when you can't kill the opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A


Grabs and Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6-7 37 N/A N/A N/A
Dash N/A 11-12 44 N/A N/A N/A
Pivot N/A 12-13 39 N/A N/A N/A
Pummel 1.5 1 7 361 -2 N/A
Standing Grab

Mediocre range grab

Average in most ways, this grab is frame 6 and so one of Mythra’s fastest OoS options at frame 10 OoS.

While not being longer from a stand then most grabs, it is very disjointed


Dash Grab (While Dashing, )

Fairly large burst option

  • Although slower than standing grab, much better range, Mythra’s Dash speed, and sliding during the grab make this a phenomenal burst option

Pivot Grab (While Dashing, + )

Niche tool with little use for Mythra

  • Although her most disjointed grab, it only hits behind her and so is naturally niche in use
  • Mainly used after low profiling a move with dash

Pummel (After Grab, )

Used to unstale moves


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

After Grab,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0 10 28 45 -13 all invincible 1-11
2.5 11 28 33 N/A all invincible 1-11

Good positioning throw with techchase ability

  • At very low percentages, combos into Dash Attack.
  • Sends at a low angle good for setting up edgeguards


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 130 N/A N/A 4
58 75 N/A N/A N/A

Back Throw

After Grab,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0 15-16 36 45 -16 to -15 all invincible 1-17
2.5 17 36 50 N/A all invincible 1-17

Basic positioning throw

  • At very low percentages can combo into a Dash Attack.
  • Can start techchases on platforms


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 130 N/A N/A 4
72 45 N/A N/A N/A

Up Throw

After Grab,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 9 30 84 N/A all invincible 1-9

Good vertical positioning and frametrapping tool

  • Higher base knockback than dThrow but lower knockback growth means that this doesn't have as much reward at low percents, but sets up strings and frametraps better at higher percents
  • uThrow > UAir is a true combo at low percents, and then a strong frametrap due to catching mashed attacks at higher percents. Being able to fastfall UAir allows Mythra to chase airdodges, but this frametrap loses to jump. If an opponent jumps out of Uthrow > UAir frametraps, Mythra can continue to juggle them and abuse that they may no longer have a jump, or have less of them.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 65 N/A N/A N/A

Down Throw

After Grab,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 20-24 49 361 N/A all invincible 1-25
3.0 25 49 80 N/A all invincible 1-25

Mythra's primary combo throw.

Combos into many moves at low-mid percentages, most notably into BAir, UAir, or NAir. This is Mythra’s most rewarding throw in most situations when it’s able to combo into BAir.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 150 N/A N/A 5
85 100 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24-26 56 45 -22 to -20 all intangible 1-26


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 14-25 46 48 -24 to -13 all intangible 1-25
Down 7.0 14-25 46 48 -24 to -13 all intangible 1-25

A decent sized getup attack, but should be used sparingly.

  • Not safe on shield or whiff, reactable when expected


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-32 50 361 -24 to -11 all intangible 1-7
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6

Navigation

To edit frame data, edit values in SSBU/Pyra & Mythra/Data.
To edit pros and cons, edit information and descriptions in SSBU/Pyra & Mythra/Pythra ProsCons.
Pyra & Mythra


Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
Patch NotesTier ListsAlternate ResourcesDiscords

Mechanics Glossary

Placeholder

Cookies help us deliver our services. By using our services, you agree to our use of cookies.