A rising slash, followed by a fast descent. If Pyra lands on the ground, she will cause a large explosion with kill potential. If Pyra does not land on the ground, she will fall extremely quickly, having a weak spike hitbox on her sword.
As an OoS option, this move is slow, coming out on frame 13. This is somewhat made up by its good range, though it's often not enough. With a lack of good OoS options, this means Pyra usually has to cover what her opponent does after using a safe move on her shield. This is where PR OoS can still be useful, as if the opponent does an aerial option, you can call it out using this move.
As a kill move, PR seems very strong. However, this kill potential is hurt severely by its poor angle. It has an angle just low enough to be susceptible to both DI and LSI. An opponent can live up to 30% longer with good DI against this move. The opponent should hold down and away to DI, except at ledge, where they should hold just down.
PR also has the ability to 2-frame and catch ledge hangs. The explosion hitbox extends beyond the stage and is lingering, so it can be used as a high-risk, high-reward 2-frame option. This is most commonly used if Pyra is offstage and missed a Fair; and wants to try to twoframe as she gets back to ledge.
PR is deceptively good as a recovery move. Despite Pyra being forced to fall after using it, and it not grabbing the ledge while facing away, it has an exceptionally good ledge snap range. This allows her to make her 2-frame much harder to punish. Using this snap range, Pyra also gets slightly more height than Mythra on her recovery, as well as an overall safer up special.
If done above the stage so that Pyra grabs ledge on the way back down, the move becomes safe on parry. Because she falls so fast, no one in the game can punish her after parrying the falling hit, unlike similar specials. However, it can still be punished by directly challenging it.
Hitbox Active
FAF
Damage (base)
Damage (1v1)
Angle
KBG
BKB
FKB
Shieldstun
Hitbox Active
FAF
Damage (base)
Damage (1v1)
Angle
KBG
BKB
Shieldstun
Shield Safety
Slash: Rising / Falling
13-15 / 41+
98 (from ground, land on ground)
4 / 5
4.8 / 6
85/95/100 / 280
100 / 130
16/20 / 0
64/53/50 / 39
5 / 6
Landing: Sword / Pillar / Late Sweet / Late Sour
1 / 2-6 / 7-11 / 7-11
55
2/5 / 9 / 5/ 4
2.4/6 / 10.8 / 6 / 4.8
55/70 / 60 / 60 / 60
100
60/65 / 96 / 90 / 80
3/6 / 9 / 6 / 5
-43 to -39 / -41 to -37 / -42 to -38