Matchup Summary (Win Condition and Game Plan)
This matchup gets much harder for Joker if he walks directly into Pyra’s long sword range and raw kill power. Pyra is not especially mobile, but Forward Tilt, Fair, Bair, and every smash attack force huge damage swings the moment their tip connects, so normal Joker gets punished badly for trying to scrap head-on before he has earned position.
Joker does better by refusing the direct brawl and instead using gun, pullback movement, and Eiha pressure to make Pyra commit first, then whiff punish her endlag and landings on the way toward the ledge. Pyra’s recovery and relanding are not fast, so once Joker gets her airborne, repeated ledge and landing coverage is more stable than chasing deep for one hard read.
The frame table shows Jab 1-3, Up Tilt, Dash Attack, every smash attack, Nair, Neutral B, and Up B are all punishable through OOS Uair (8f), Grab (10f), OOS Fair/Bair (10f), or Up Smash (10f). By contrast, Forward Tilt, Down Tilt, Fair, Bair, and Dair often stop at Uair only, while Uair and Side B are poor immediate shield-punish spots if Joker overcommits in place.
The win condition is to avoid forcing kills in normal form, survive cleanly into Arsene, and then cash Arsene time out through ledge pressure and edgeguards. Rather than swinging outside into Pyra’s Bair or Up B, Joker gets more repeatable stocks by layering gun, bair, and Eiha coverage over her ledge getup and recovery path.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Joker 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 gun, pullback movement, and Eiha pressure to make Pyra move first, then whiff punish her endlag and landings toward the ledge.
- After blocking Jab 1-3, Up Tilt, Dash Attack, any smash attack, Nair, Neutral B, or Up B, take the listed punish with OOS Uair (8f), Grab (10f), OOS Fair/Bair (10f), or Up Smash (10f).
- After blocking Forward Tilt, Down Tilt, Fair, Bair, or Dair, accept the lighter Uair punish when needed instead of forcing a slower 10f answer that will not reach.
- After shielding Side B or Uair, do not force the instant punish. Keep the positional advantage and prepare for the next landing or ledge situation instead.
- Use Rebel’s Guard only against visible pressure such as Neutral B or ledge swings, and once Arsene is active, prioritize ledge traps and edgeguards over center-stage gamble swings.
Actions to Avoid
- Running directly into Pyra’s tipper spacing and repeatedly giving Forward Tilt, Fair, Bair, and Forward Smash the exact range they want.
- Trying to force a 10f punish after every blocked Forward Tilt, Down Tilt, Fair, Bair, and Dair, then getting whiff punished for the shield drop.
- Swinging in place after blocking Side B or Uair and letting Pyra escape the landing or reverse the position.
- Spamming Rebel’s Guard in predictable spots and eating heavy damage from grab or deliberate hesitation.
- Spending Arsene time on center-stage haymakers only and missing the cleaner ledge trap and edgeguard kills the matchup gives you.