Pyra vs Mii Gunner

Mii Gunner Matchup (Pyra)

Pyra vs Mii Gunner

In Pyra vs Mii Gunner, the stable win condition is to stop playing a pure projectile war, get inside once, and then use Pyra's long range and ledge pressure while clearly respecting Gunner's up-B punish.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

This matchup gets worse the longer Pyra stands still in a projectile exchange. Mii Gunner’s layered charge shots, missiles, and anti-air options can keep Pyra from ever reaching sword range if Pyra tries to win from the outside, and Gunner’s up-B and up smash punish impatient overextensions very hard.
Pyra should instead use shield movement and small forward bursts to get inside once, then convert that entry into sustained ledge pressure with fair, bair, up smash, and Blazing End. Mii Gunner’s close-range scrapping is not nearly as stable as the zoning phase, so one successful entry matters much more than a few stray long-range hits.
The frame table also shows that Jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smashes, uair, and dair are punishable with Grab (10f), Up B (13f), OOS Nair (14f), OOS Fair (14f), and Up Smash (15f). The heavier ranged commitments and up-B landings especially need to be punished. By contrast, nair, fair, and bair are not stable immediate shield punishes, so chasing the landing or retreat is better than forcing a fast swing every time.
For kills, Pyra gets more from corner pressure than from central guesses. Showing Blazing End first and then covering jump and high recovery with fair, bair, and up smash is the stable way to cash out without exposing Pyra’s own weak recovery.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPyra OOS Candidate MovesBarely Missed Moves
Jab 15-17
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Jab 24-18
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Jab 36/12-20
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Forward Tilt7-14
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (+1)
  • OOS Uair (+2)
Up Tilt5-22
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Down Tilt8-19
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (+1)
Dash Attack10-20
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Forward Smash17…-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 Smash11/15/19/23/27-22
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Down Smash9/23-35/-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 Air8-7
  • None
  • Grab (+3)
Forward Air12-1
  • None
Back Air9-6
  • None
Up Air17…-11/-10
  • Grab (10f)
  • Up B (+3)
Down Air20-12/-13/-12
  • Grab (10f)
  • Up B (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • Up Smash (+3)
Up B (1)10
Up B (2)6/10**
Up B (3)**
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not stay in a long projectile war. Use shield movement and short forward advances to get inside once, then force ledge pressure with fair, bair, up smash, and Blazing End.
  • Punish Jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smashes, uair, and dair with Grab, Up B, OOS Nair, OOS Fair, and Up Smash.
  • Do not force immediate shield punishes on nair, fair, or bair. Cover the landing drift and retreat path instead.
  • At the ledge, show Blazing End to constrain jump and high recovery before layering fair, bair, and up smash over the remaining exits.
  • Keep Mii Gunner’s up-B punish in mind and avoid autopiloting big swings on shield when a reset back to the ledge is already enough.

Actions to Avoid

  • Standing still and trying to win a full-screen projectile trade against Mii Gunner.
  • Swinging immediate shield punishes at every blocked nair, fair, or bair and getting reset by drift or fresh projectiles.
  • Overusing big close-range pressure without accounting for Gunner’s up-B reversal.
  • Chasing too deep offstage and turning Pyra’s weak recovery into the bigger liability.

Reference Links

Related Pages