PYROMANCER
1. 50/50 mix ups and pressure (5/5) – this category revolves around offense. Consider the safety and the risk versus reward ratio of the character’s offensive tools.
3/5 - Good
Has little to no mixups off the getgo. Her overhead is not useable against experienced opponents.
Her pressure is considerable with block advantage and safety, though she does need to land a Shroud for her actual mixup game to begin.
Essentially what you do is after a shroud the opponent has to guess whether you'll release or cancel your F[3]. Both leads to decent damage, but neither leads to a true vortex, as well as the followup pressure is not quannok level to be sure.
2. Neutral game and footsies (5/5) – this category revolves around all the normal attacks and special moves that control the space in your vicinity. Also consider anti-aerial attacks and their effectiveness.
4/5 - Excellent.
Tanya controls space and pace excellently even in her weakest variation, though to a lesser degree than Kobu.
She needs to heavily rely on her fireballs at range and her main tool, Shroud, is negative (but safe) on block so her offense suffers.
3. Defensive options (5/5) – this category revolves around defense, primarily an armored EX special move that launches and leads to good damage or creates offense. Miscellaneous options such as fast low pokes to stop offense are also to be considered.
3/5 - Good
While she does have armoured options, she lost her most prominent one, the armour on her teleport. Shroud is good though, even if not as great as those who don't play Pyro regularly may be inclined to believe.
4. Zoning and anti-zoning (5/5) – this category revolves around options outside of footsies range such as a projectile or a long-ranged physical attack. Also consider the character’s ability to close the gap when full screen away. Include options such as a teleport and a dive. Most importantly, consider how zoning and anti-zoning options complement offensive options.
2/5 - Acceptable
Pyro was thought to be a zoning variation but that's absolutely not true. Once you learn the arc of the fireballs, you can get in almost for free. Pyromancer loses to almost any zoner, every teleporter and struggles against rushdowners since the patch.
5. Damage output (5/5) – this category revolves around the damage that a character is able to acquire, primarily from combos.Almost all characters in Mortal Kombat X use one bar of super meter as a means for serious damage. As a rule of thumb, anything 40% or above is worth 5 points, anything in between 35% to 39% is worth 4 points, anything in between 30% to 34% is worth 3 points, anything in between 25% to 29% is worth 2 points, and anything less 24% is worth 1 point.
3/5 - Subpar
Her damage is nothing to write home about, she's capped at 35%-ish even if you meterburn a fireball at the end of your offense.
Overall I believe Pyro is alright and loafing around mid-tier, but it might need some adjustments whenever more important issues have been addressed. If her fireballs were better and shroud did a restand, she'd be easily high-top tier.