Pyra vs Little Mac

Little Mac Matchup (Pyra)

Pyra vs Little Mac

Pyra vs Little Mac is about refusing a straight ground scramble, using reach to push Mac offstage, and closing the game through ledge control, recovery traps, and careful management of his KO gauge pressure.

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Matchup Summary (Win Condition and Game Plan)

Little Mac’s grounded startup, dash speed, and armored smash attacks let him challenge Pyra’s slower grounded swings head-on, and landing directly on top of him often means losing stage fast to Down Tilt, Dash Attack, or Up Tilt pressure.
The tradeoff is that Mac’s aerial game, recovery distance, and offstage choices are extremely weak, so once Pyra pushes him out with Forward Air, Back Air, Up Tilt, or Blaze End, she can turn a single win into repeated ledge situations and early stocks.
Out of shield, Down Tilt, Dash Attack, the smash attacks, Back Air, Down Air, Neutral B, and Side B all give Pyra real answers, with Grab (10f) and Up B (13f) doing most of the immediate work against his grounded pressure.
The stable plan is to avoid brawling in center, stop his burst options with retreating Forward Air and shield, then cover the recovery path from ledge with Up Smash, tipper Forward Air, and the return path of Blaze End while respecting Slip Counter only enough to avoid overcommitting.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPyra OOS Candidate MovesBarely Missed Moves
Jab 11-12
  • Grab (10f)
  • Up B (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • Up Smash (+3)
Jab 21-12
  • Grab (10f)
  • Up B (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • Up Smash (+3)
Jab 34-19
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (+1)
Rapid Jab4/6/8…
Rapid Jab Finisher5-25
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Forward Tilt4/12-17
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Up Tilt4-18
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Down Tilt3-14
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (+1)
  • OOS Uair (+2)
Dash Attack7-16
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+3)
Forward Smash14/14/15-16/-16/-13
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+2)
  • OOS Uair (+3)
Up Smash10-23
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Down Smash10/17-23/-16
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+3)
Neutral Air2-8
  • None
  • Grab (+2)
Forward Air10-10
  • Grab (10f)
  • Up B (+3)
Back Air11-13
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+2)
  • OOS Uair (+3)
Up Air5-10
  • Grab (10f)
  • Up B (+3)
Down Air7-15/-15
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (+1)
Neutral B (1)4(+32)-34 to -19
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (+1)
Neutral B (2)123-82
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Side B (1)8/25-39 to -36
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Side B (2)8/25-32 to -31
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Up B3…**
Down B5 (Start of Counter)
Grab9
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not start a grounded slugfest; walk back and retreat with short hops to make Down Tilt and Dash Attack miss at the tip, then punish only with the outer range of Forward Air, Back Air, and Up Tilt.
  • After blocking Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Back Air, Down Air, or Side B, answer immediately with Grab (10f) or Up B (13f) so Mac cannot chain grounded pressure into another guess.
  • Once Mac has spent Side B or Up B and is offstage, stay ledge-focused instead of diving too deep, and punish the head above ledge, post-Side-B landing, or ledge jump with tipper Forward Air, Down Air, or Up Smash.
  • When the KO gauge is active, stop turtling in shield, hold center stage, and use walk-back spacing or jumps to make the burst option miss before cashing out with a high-damage punish.
  • Do not force the kill in center stage; end stocks through ledge Up Smash, tipper Forward Air, or the landing trap that starts once Blaze End narrows Mac’s recovery route.

Actions to Avoid

  • Swinging back with Forward Tilt or Down Tilt inside Mac’s Down Tilt range at the start of neutral and letting his Dash Attack or Up Tilt pressure pull Pyra into a grounded scramble.
  • Challenging Forward Smash or Down Smash head-on without accounting for armor and letting Pyra’s longer range get blown through instead of controlling space safely.
  • Sitting in shield once the KO gauge is active and getting caught by the burst kill option while trying to avoid the mixup entirely.
  • Chasing too far offstage, running into Slip Counter or aerial Side B swings, and turning Pyra’s own weaker recovery into the losing exchange.
  • Throwing Blaze End carelessly in center stage and giving Mac a free high-speed punish before the sword returns.

Reference Links

Related Pages