Matchup Summary (Win Condition and Game Plan)
This matchup gets worse the longer Piranha Plant stays directly in front of Richter’s axe, cross, holy water, and whip wall. Plant’s slow horizontal movement and large hurtbox make straight-line approaches especially costly, and advancing at the same height often means getting checked by fair or forward tilt before the projectile cycle starts again.
Richter is much less comfortable once Plant gets close and forces him to defend more than once. Walking shield to claim space, then using Ptooie to cover the space above Plant and cut off jump-outs, makes it easier to push Richter to the ledge and convert into Poison Breath plus fair pressure instead of staying in a projectile trade.
The frame table shows that Jab 1, Jab 2, Up Tilt, Down Tilt, Dash Attack, all smashes, Neutral Air, Down Air, and Side B are all punishable with options like Grab (10f), OOS Uair (10f), OOS Fair (10f), OOS Nair (11f), Up Smash (12f), and Up B (13f). By contrast, fair, bair, uair, and Neutral B are not stable immediate shield punishes, so holding stage position and trapping the next action is usually better than forcing a swing.
For kills, the stable route is ledge pressure with Ptooie and Poison Breath covering jump, high recovery, and ledge hesitation. The main discipline point is to keep respecting Richter’s 6f up-B so a winning close-range position does not get thrown away by one reckless aerial.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Piranha Plant OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -21 |
| |
| Jab 2 | 3 | -23 |
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| Rapid Jab | 9/12/15… | — | ||
| Rapid Jab Finisher | 3 | -37 |
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| Forward Tilt | 12 | -8/-7 |
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| Up Tilt | 10 | -17 |
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| Down Tilt (1) | 7 | -31 |
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| Down Tilt (2) | 8 | -42/-28 |
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| Dash Attack | 10/13/16/19/22/24 | -26 |
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| Forward Smash | 24 | -28/-26 |
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| Up Smash | 16 | -27/-26 |
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| Down Smash | 14/20 | -33/-30/-27/-24 |
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| Neutral Air | 8… | -12/-11 |
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| Forward Air | 14 | -6/-5/-8 |
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| Back Air | 14 | -6/-5/-8 |
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| Up Air | 14 | -6/-5/-8 |
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| Down Air | 13 | -21/-23 |
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| Neutral B | 30 | -6 |
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| Side B | 19 | -15 |
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| Up B | 6/9/… | ** | ||
| Down B | 18 | ** | ||
| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Do not stand in front of Richter’s projectile line for long. Use walking shield and Ptooie to take space until Richter is forced to retreat or jump.
- Punish Jab 1, Jab 2, Up Tilt, Down Tilt, Dash Attack, all smashes, Neutral Air, Down Air, and Side B with Grab, OOS Uair, OOS Fair, OOS Nair, Up Smash, and Up B whenever they hit shield.
- Do not force immediate shield punishes on fair, bair, uair, or Neutral B. Keep the positional advantage and cover the next jump or drift instead.
- Once Richter reaches the ledge, layer Poison Breath on ledge wait and standard get-up, then use Ptooie and fair to catch jump and high recovery together.
- Even while pressuring up close, keep Richter’s 6f up-B in mind and avoid autopiloting into unsafe close-range aerial pressure.
Actions to Avoid
- Always trying to jump over axe, cross, and holy water and getting clipped by Richter’s anti-air fairs and uairs.
- Swinging after every blocked fair, bair, or Neutral B and giving Richter enough space to rebuild his projectile wall.
- Overchasing offstage after winning ledge position and letting Richter reverse the situation with up-B or whip coverage.
- Throwing out lazy close-range pressure and forgetting that Richter can reset the situation immediately with a 6f up-B.