Matchup Summary (Win Condition and Game Plan)
This matchup gets rough for Pyra when she lets Fox set the pace with dash speed, nair, dash attack, and up tilt, because once Fox is already inside, Pyra’s slower startup gets buried under landing traps and combo pressure. Pyra should not chase him in that phase. She needs to use sword range to fence off the run-in first, then punish only the fully committed burst.
The frame table shows that Jab 2, up tilt, dash attack, every smash attack, neutral B, side B, up B, and down B are all punishable on block by Grab (10f), Up B (13f), OOS Nair (14f), or Up Smash (15f). Side B, up B, and the smash attacks are especially important because those are the spots where Pyra can turn one stop into ledge carry and threaten an early kill on a light character.
By contrast, nair, bair, and uair are not punishable in place, and Jab 1 plus dtilt only give very small answers. That means Pyra should not expect shield to solve every fast button Fox throws out. Cover the landing and retreat instead, then meet the next dash with range.
The win condition is to make each punish count for far more than Fox’s chip damage does. Once Fox is offstage or cornered, Pyra’s fair, up smash, and ledge hold can end the stock quickly, so there is no reason to settle for a weak center-stage reset.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pyra OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -12 |
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| Jab 2 | 2 | -16 |
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| Rapid Jab | 5/7/9/… | — | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 6 | -10/-10 |
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| Up Tilt | 3 | -17/-16 |
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| Down Tilt | 7 | -12/-13 |
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| Dash Attack | 4 | -16 |
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| Forward Smash | 13 | -22 |
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| Up Smash | 8 | -36 |
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| Down Smash | 6 | -36 |
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| Neutral Air | 4 | -3/-4 |
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| Forward Air | 7/11/16/21/26 | -14 |
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| Back Air | 9 | -4 |
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| Up Air | 9/12 | -10/-9 |
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| Down Air | 5/8/11/14/17/20/23 | -14 |
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| Neutral B | 11/13/20, 9/11/18 | -18/-19/-19 |
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| Side B | 25/25 | -18/-28 |
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| Up B | 20/22/24/26/28/30/32/43/47 | -34 |
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| Down B | 3 | -30 |
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| Grab | 6 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not chase Fox’s movement directly. Use sword range to narrow his dash and landing routes before you commit.
- After blocking Jab 2, up tilt, dash attack, any smash attack, neutral B, side B, up B, or down B, punish with Grab (10f), Up B (13f), OOS Nair (14f), or Up Smash (15f).
- Treat nair, bair, and uair as spacing resets rather than direct shield-punish chances, and remember that Jab 1 plus dtilt only give small answers.
- When side B or up B gets stopped, carry the punish to ledge immediately so Fox’s light weight and simpler recovery path become the real target.
- Look for kills through fair, Up Smash, and ledge pressure instead of trying to out-scramble Fox in repeated close-range exchanges.
Actions to Avoid
- Matching Fox’s speed at close range and walking straight into his combo and landing-trap game.
- Swinging after every blocked nair or bair even though those buttons usually reset before Pyra can reach.
- Taking a blocked side B or up B punish only for small center-stage damage when the ledge sequence is the bigger reward.
- Panicking after one fast hit and escalating into bigger whiffs that Fox can punish even harder.