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 Move | Startup | On Shield | Pyra OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -17 |
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| Jab 2 | 4 | -18 |
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| Jab 3 | 6/12 | -20 |
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| Forward Tilt | 7 | -14 |
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| Up Tilt | 5 | -22 |
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| Down Tilt | 8 | -19 |
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| Dash Attack | 10 | -20 |
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| Forward Smash | 17… | -31 |
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| Up Smash | 11/15/19/23/27 | -22 |
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| Down Smash | 9/23 | -35/-19 |
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| Neutral Air | 8 | -7 |
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| Forward Air | 12 | -1 |
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| Back Air | 9 | -6 |
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| Up Air | 17… | -11/-10 |
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| Down Air | 20 | -12/-13/-12 |
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| Up B (1) | 10 | — | ||
| Up B (2) | 6/10 | ** | ||
| Up B (3) | ** | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
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.