Matchup Summary (Win Condition and Game Plan)
If Mario challenges the tips of Pyra’s Forward Tilt, Forward Air, Back Air, and smash attacks head-on, his short reach makes it easy to get pushed all the way to ledge before he even starts offense. Pyra is still much heavier and slower in action choice, landing, and recovery, so the matchup changes once Fireball and walk-shield make her swing first and Mario gets to enter point-blank range on his terms.
The full table shows that Jab 1-3, Rapid Jab Finisher, Up Tilt, Dash Attack, all smashes, Neutral Air, Forward Air, Back Air, Down Air, Neutral B, and Up B are all clearly punishable by Up B (3f), with OOS Nair, OOS Uair, OOS Dair, Up Smash, and Grab covering the same windows. By contrast, Side B does not become a normal shield punish situation, and Up Air is basically safe, so trying to solve every interaction only with shield lets Pyra keep forcing ledge pressure.
The win condition is to stop her grounded drift and preemptive sword swings with Fireball, then keep juggling with Nair, Down Throw, and Up Air until the slow landing gets pushed into Up Smash or Fair. Once Pyra is offstage, Cape and FLUDD both matter because her recovery path is direct and her horizontal flexibility is limited.
Mario still should not overcommit below the ledge. His own recovery distance is short and his ledge-hang is poor, so if Pyra is already threatening Down Air or a ledge-placed Side B, it is steadier to keep the ledgetrap and force her back out again instead of gambling on one deep chase.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mario 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 Fireball and walk-shield to stop the tips of Forward Tilt, Forward Air, and Back Air once, then enter the range where Nair, Grab, and Down Throw become real before Pyra gets another long sword swing.
- When you block Jab 1-3, Rapid Jab Finisher, Up Tilt, Dash Attack, any smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral B, or Up B, punish immediately with Up B (3f) first and confirm whether OOS Nair, OOS Uair, OOS Dair, Up Smash, or Grab gives the better conversion.
- Do not treat Side B as “shield then done.” Watch the returning sword and Pyra’s landing route, then retake position first with walk-shield or jump.
- Once Pyra is launched, keep chasing with Up Air and Up Smash so she does not get time to reset her spacing and restart sword walls in center stage.
- At ledge, mix in Cape and FLUDD so the linear recovery route and neutral get-up are both threatened without forcing a reckless deep chase.
Actions to Avoid
- Jumping directly into the tip of Forward Tilt, Forward Air, or Back Air and volunteering to lose neutral to Pyra’s range and single-hit power.
- Dropping guaranteed punishes on the jab string, Dash Attack, smash attacks, Neutral Air, Forward Air, Back Air, Down Air, Neutral B, or Up B and letting Pyra swing heavy buttons without fear.
- Shielding Side B and stopping there, which gives both the returning sword and Pyra’s next action room to reestablish ledge pressure.
- Chasing too deep offstage and making Mario’s own short recovery the first thing that breaks when Pyra is still threatening Down Air or Up B.