Matchup Summary (Win Condition and Game Plan)
Pikachu can offset Pyra’s midrange timing with a tiny hurtbox, Thunder Jolt, and Quick Attack, so Pyra loses control quickly if she commits first and lets those whiffs turn into combos or edgeguards.
Pyra still has the clear edge in reach, raw damage, and ledge pressure, and the stable plan is to hold center, pre-cover Pikachu’s entry and landing routes with Forward Air, Up Tilt, and Up Air, then convert the light weight into an early kill once Pikachu is cornered.
Out of shield, Jab, Forward Tilt, Up Tilt, Dash Attack, Back Air, Up Air, Down Air, Neutral B, Forward Smash, Up Smash, Down Smash, Up B, and Down B all give Pyra real answers, with Grab (10f) and Up B (13f) doing most of the immediate work.
By contrast, Neutral Air, Forward Air, Down Tilt, and Side B are not consistent instant-punish spots, so forcing Up B or Up Smash there is weaker than blocking Thunder Jolt, keeping center stage, and ending stocks through ledge Up Smash, tipper Forward Air, or post-Blaze End landing traps.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pyra OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 2 | -12/-13 |
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| Forward Tilt | 6 | -14/-15/-13 |
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| Up Tilt | 7 | -13 |
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| Down Tilt | 7 | -4 |
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| Dash Attack | 6 | -11 |
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| Forward Smash | 15 | -29 |
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| Up Smash | 10 | -24 |
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| Down Smash | 8/11/14/17/20/23 | -39 |
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| Neutral Air | 3/9/15/21 | -7 |
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| Forward Air | 11… | -10/-9 |
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| Back Air | 4/8/12/16/20/24 | -12 |
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| Up Air | 4 | -11/-11 |
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| Down Air | 14 | -16 |
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| Neutral B | 19 | -20 |
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| Side B | 18/18 | -11 to -2 |
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| Up B | 15/29 | -33 |
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| Down B | 13/** | -26 |
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| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not swing from long range just because Thunder Jolt is on screen; keep center stage, adjust with shield and walking, and cover the jump or landing route with Forward Air, Up Tilt, and Up Air instead.
- After blocking Jab, Forward Tilt, Up Tilt, Dash Attack, Back Air, Up Air, Down Air, or Neutral B, answer immediately with Grab (10f) or Up B (13f) so Pikachu cannot keep recycling low-risk touches.
- After blocking Neutral Air, Forward Air, Down Tilt, or Side B, skip the forced instant punish and wait for the next landing, cross-up, or ledge retreat instead of whiffing into Pikachu’s scramble game.
- End stocks through ledge sequences first: Up Smash at the corner, tipper Forward Air, Down Air, or the landing trap that starts once Blaze End forces a constrained return path.
- When Pikachu is recovering, stay near ledge and cover the Quick Attack endpoint or high recovery rather than diving far out and turning Pyra’s weaker horizontal recovery into the losing exchange.
Actions to Avoid
- Panicking at Thunder Jolt and throwing out big advancing swings from too far away, letting Pikachu’s low profile make them miss and start pressure for free.
- Treating blocked Neutral Air, Forward Air, or Down Tilt as guaranteed punish windows and whiffing Up B or Up Smash into Pikachu’s drift, grab, or Up Smash counterplay.
- Chasing too far offstage and willingly playing into Back Air, Thunder, or general edgeguard scrambles when Pyra is the one with the shakier return route.
- Tossing Blaze End carelessly in center stage while hunting for a kill and giving Pikachu a free entry window before the sword comes back.