Matchup Summary (Win Condition and Game Plan)
This matchup looks scary if Pikachu keeps approaching through the front door at sword height, because Byleth’s fair, bair, uair, and side B all hit hard enough to swing the stock count quickly. The answer is not to out-range Byleth, but to use Thunder Jolt, low hurtbox movement, and low-angle entries to slip underneath the weapon line and start pressure where Byleth’s slower close-range cycling becomes a real issue.
The frame table shows jab 1-3, ftilt, utilt, dtilt, dash attack, the smash attacks, nair, fair, bair, uair, dair, side B, and grounded up B are all punishable by OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), or Up Smash (10f) in many situations. Compared with faster sword characters, Byleth leaves Pikachu far more actual shield-punish windows, so failing to answer those moments gives up one of Pikachu’s biggest advantages in the matchup.
Once Byleth is offstage, Pikachu should still stay disciplined. Up B tether angles and dair can both reverse an overcommitted chase, so edgeguards work best when Pikachu removes recovery routes in sequence with Thunder Jolt, bair, Thunder, and ledge positioning instead of diving straight into the hitbox.
The win condition is to turn each low entry into a long disadvantage state. Do not rush the kill in center. Keep the corner, keep the juggle, and let Byleth’s slower reset tools run out of room.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pikachu OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -15 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -22 |
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| Rapid Jab | 11 | ** | ||
| Rapid Jab Finisher | 6 | -40 |
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| Forward Tilt | 8 | -15 |
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| Up Tilt | 9 | -15 |
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| Down Tilt | 13 | -14 |
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| Dash Attack | 9 | -26/-23 |
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| Forward Smash | 23 | -31/-27 || -32/-28 || -32/-28 |
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| Up Smash | 13 | -22 |
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| Down Smash | 19/29 | -40/-30 |
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| Neutral Air | 6… | -11/-11/-9 |
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| Forward Air | 12 | -7/-6 |
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| Back Air | 13 | -9/-8 |
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| Up Air | 10… | -12/-11 |
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| Down Air | 22 | -21 |
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| Neutral B | 45/114 | -8/-21 |
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| Side B | Ground: 20 || Air: 21 | Ground: -20/-34 || Air: -16/-35 |
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| Up B | 9(ground) || 10(air) | -35(ground) || **(air) |
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| Down B | 62 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use Thunder Jolt and low movement to alter the tipper line of fair, bair, and side B, then enter underneath Byleth’s weapon arc.
- After blocking jab 1-3, ftilt, utilt, dtilt, dash attack, the smash attacks, nair, fair, bair, uair, dair, side B, or grounded up B, punish with OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), or Up Smash (10f).
- After the first touch, prioritize throw routes, nair pressure, and landing traps that carry Byleth to ledge instead of forcing an early center-stage kill.
- Offstage, track jump and tether angle first, then cover the return with Thunder Jolt, bair, Thunder, and ledge presence in order.
- At kill percent, look to push Byleth offstage from dtilt or nair starters rather than swinging raw Up Smash too often.
Actions to Avoid
- Repeatedly jumping in at the same high angle and feeding Byleth’s fair, bair, and uair spacing.
- Blocking nair, fair, bair, uair, or side B and then giving up the punish window anyway.
- Getting one opening and ending the sequence in center before the juggle or ledge trap actually starts.
- Overchasing under or in front of tether recovery and getting clipped by up B or dair reversal.