Matchup Summary (Win Condition and Game Plan)
Pyra wants to overwhelm Hero with huge hitboxes and kill power from Forward Air, Back Air, Up Smash, Down Smash, and Side B, then cash out hard whenever Hero drifts or jumps into her landing trap space. Hero does not want a pure close-range scramble, but he does have the tools to punish Pyra’s heavier commitments on reaction with sword tip pressure, Frizz/Zap pressure, and especially Up B (3f) out of shield.
The frame table also shows that after shielding Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Up Tilt, Dash Attack, every smash attack, Neutral Air, Neutral B, and Up B, Hero can answer with Up B (3f), OOS Up Air (9f), Grab (10f), and OOS Neutral Air (11f). By contrast, Forward Tilt, Down Tilt, Forward Air, Back Air, and Down Air become much thinner to punish when spaced, so swinging back every time after shield usually walks Hero right back into Pyra’s long sword range.
The win condition is to avoid meeting Pyra head-on, stop her feet with sword tip and spells, and then layer Up Air, Up Smash, and Grab onto her landing so stage control snowballs toward the ledge. Pyra’s mobility and recovery are both weak enough that once Hero gets her airborne and pushes her outward, Forward Air, Back Air, strong spells, and ledge pressure all stay live at once.
Stocks are most stable with ledge Forward Air, Back Air, Up Smash, and a spread of Zap-family or other high-damage spell threats. If Hero overuses menu checks or charge time in Pyra’s face, the matchup flips immediately, so MP should be preserved for recovery and shield punishes while the big commitments are reserved for the moments when Pyra actually has to stop.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Hero OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -14 |
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| Jab 2 | 5 | -23 |
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| Jab 3 | 5 | -24 |
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| Rapid Jab | 9/13/17… | — | ||
| Rapid Jab Finisher | 6 | -25 |
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| Forward Tilt | 12 | -10/-9 |
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| Up Tilt | 11 | -19 |
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| Down Tilt | 9 | -11/-9 |
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| Dash Attack | 17 | -18 |
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| Forward Smash | 20 | -34 |
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| Up Smash | 15/17 | -47/-40 |
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| Down Smash | 12/18 | -26/-28/-20/-22 |
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| Neutral Air | 11 | -11/-11 |
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| Forward Air | 11 | -9 |
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| Back Air | 16 | -9 |
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| Up Air | 13 | -4 |
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| Down Air | 17 | -9/-9 |
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| Neutral B | 13/27/33—56/68/78/87/94 | -18 — -11 |
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| Side B | 14/16…74 | ** | ||
| Up B | 13/41 | -48 |
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| Down B | — | — | ||
| Grab | 7 | — | ||
| Dash Grab | 12 | — | ||
| Pivot Grab | 13 | — |
Win Condition Checklist
- Use sword tip, Frizz pressure, and Zap pressure to slow Pyra down, force the first big swing, and then punish with Up B (3f), OOS Up Air (9f), Grab (10f), and OOS Neutral Air (11f).
- After shielding Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Up Tilt, Dash Attack, every smash attack, Neutral Air, Neutral B, and Up B, always take the punish and end Pyra’s power sequence there.
- After shielding a spaced Forward Tilt, Down Tilt, Forward Air, Back Air, or Down Air, do not insist on an in-place punish; cover the retreat and landing with Up Air, Forward Air, and Up Smash to win the second interaction instead.
- Once Pyra is airborne, do not rush the kill in center stage. Push her to the ledge and rotate Forward Air, Back Air, Zap pressure, and high-damage spell threats against the weaker recovery path.
Actions to Avoid
- Spending too long on menu checks or charge time in mid-range and giving Pyra a direct lane for Forward Air, Side B, or a grounded burst.
- Swinging immediately after every blocked Forward Tilt, Down Tilt, Forward Air, Back Air, or Down Air and letting Pyra’s tipper spacing beat the retaliation.
- Burning too much MP before getting sent offstage and entering defense without enough resource for both recovery and Up B punishment.
- Chasing too deep offstage for a fast kill and giving up the ledge-trap situation against a character whose recovery is already weak from the stage.