Smash Ultimate · High Tier

Pyra & Mythra Balance Changes

Two characters in one slot is what puts them in S tier, so each form receives two nerfs. Pyra's kill combos run through down air and down tilt into her many kill moves; Mythra has enough combo tools and kill power that a player could ignore Pyra entirely.

Tier High Tier
Direction Nerfs
Proposed changes 4 · 4 nerf

Balance Philosophy

Nerf around three moves per character that are too oppressive inside an already strong kit. Not every suggestion needs to be implemented.

Proposed Changes

Each entry lists the move or ability affected, the adjustment itself, and — where the analysis states one — the problem it is meant to solve and the reasoning behind it.

  1. Pyra — down air

    Nerf
    Proposed adjustment
    Start up increased to frame 19.
    Current issue
    Pyra's kill combos run through down air and down tilt, which have good range into her kill moves.
  2. Pyra — down tilt

    Nerf
    Proposed adjustment
    End lag increased to 17 frames.
  3. Mythra — forward smash

    Nerf
    Proposed adjustment
    Slightly reduced knockback.
    Current issue
    Mythra has a lot of combo tools and good kill moves, enough that the user can ignore Pyra.
  4. Mythra — neutral special

    Nerf
    Proposed adjustment
    Slightly reduced knockback.

Where The Source Is Unclear

  • The source lists Pyra and Mythra under separate headings but gives them a single shared rationale; they are presented together here as one fighter slot.

Every Character In One Place

Pyra & Mythra is one of Smash Ultimate's entries — the full tier-by-tier breakdown covers the whole roster.