Matchup Summary (Win Condition and Game Plan)
This matchup gets ugly for Dark Pit when he keeps agreeing to Mythra’s ground-speed game, because her burst movement and fast sword buttons pile up small wins before Dark Pit can stabilize neutral. The answer is not to race her on the ground. Use arrows and pullback movement to make Mythra swing first, then meet her at the angle where nair, fair, and bair actually reach.
The frame table shows that Mythra’s forward tilt, up tilt, dash attack, every smash attack, neutral B, and side B are all punishable on block by Up Smash (6f), OOS Nair (7f), or Grab (10f). Side B is especially important at -47, so every blocked Photon Edge should become the opening that sends Mythra into disadvantage and toward the ledge.
By contrast, fair, bair, uair, and dair are mostly safe from a direct in-place punish, and nair only gives limited answers. That means Dark Pit should not expect shield to solve every aerial entry. Read the landing and the retreat instead, then take the second touch.
The win condition is to convert one grounded punish into corner pressure, not to settle for center-stage damage. Dark Pit’s arrows plus ledge aerial coverage are strong enough to keep Mythra from simply running back to midstage once she loses space.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Dark Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -15 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -20 |
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| Rapid Jab | 8/12/16… | — | ||
| Rapid Jab Finisher | 6 | -27 |
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| Forward Tilt | 8 | -11 |
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| Up Tilt | 7 | -14 |
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| Down Tilt | 5 | -11/-10 |
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| Dash Attack | 9 | -22 |
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| Forward Smash | 14 | -26 |
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| Up Smash | 9/12/17/22/26 | -40/-21 |
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| Down Smash | 8/14 | -28/-30/-22/-24 |
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| Neutral Air | 8 | -10 |
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| Forward Air | 8 | -7 |
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| Back Air | 10 | -7 |
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| Up Air | 9 | -5 |
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| Down Air | 13 | -7 |
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| Neutral B | 9/20/30/40—69/80/90/99/109 | -21 — -8 |
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| Side B | 18/25/32/39/46/54 | -47 |
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| Up B | 10/40 | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not force a ground-speed contest. Use arrows and pullback movement to slow Mythra’s dash entries before you swing with nair, fair, or bair.
- After blocking forward tilt, up tilt, dash attack, any smash attack, neutral B, or side B, punish immediately with Up Smash (6f), OOS Nair (7f), or Grab (10f) and carry the hit toward the ledge.
- Treat fair, bair, uair, and dair as spacing tools rather than automatic shield-punish spots. Cover the landing and retreat path instead of forcing a late swing.
- When side B hits shield, treat it as a full momentum swing. Prioritize the launch and ledge trap that follow instead of taking a weaker center-stage reset.
- At the ledge, use arrows to pin jump and quick getup, then rotate fair and bair so Mythra cannot simply dash back to center for free.
Actions to Avoid
- Trying to outrun Mythra on the ground and giving her repeated burst whiff punishes.
- Swinging after every blocked aerial even though most of Mythra’s aerial pressure resets spacing safely enough.
- Taking a blocked side B or dash attack punish only for damage and then giving up the ledge sequence that should follow.
- Overcommitting offstage so hard that Mythra escapes past you and reclaims center with her speed.