Pyra vs Zelda

Zelda Matchup (Pyra)

Pyra vs Zelda

Pyra vs Zelda is most stable when you stop playing directly into Zelda's Rapid Jab and Neutral Air, punish Rapid Jab Finisher and Jab, and take the landing or ledge route first.

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Matchup Summary (Win Condition and Game Plan)

Pyra wants to stop Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt with Grab (10f), Up B (13f), OOS Fair (14f), and OOS Nair (14f), then force Zelda back outside Rapid Jab and Neutral Air to keep stage control.
In Pyra vs Zelda, the stable plan is to avoid playing directly into Zelda’s Rapid Jab and Neutral Air and take the landing or ledge route before Zelda can reset.
The table shows that Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt can be answered by Pyra’s Grab (10f), Up B (13f), OOS Fair (14f), and OOS Nair (14f), so those overcommitments should be cashed out immediately.
For Pyra, Zelda’s Rapid Jab and Neutral Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPyra OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Jab4/7-13
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+2)
  • OOS Uair (+3)
Forward Tilt12-13/-10
  • Grab (10f)
  • Up B (+3)
Up Tilt7-15
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (+1)
Down Tilt5-10
  • Grab (10f)
  • Up B (+3)
Dash Attack6-18
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Forward Smash16/18/20/22/24-16
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+3)
Up Smash9/13/17/21/25/29/34-25
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Down Smash5/13-24/-17
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Neutral Air6/10/14/18/22-10/-9
  • None
  • Grab (+1)
Forward Air6-8/-12
  • None
  • Grab (+2)
Back Air6-8/-12
  • None
  • Grab (+2)
Up Air14-6/-8
  • None
Down Air14-6/-9
  • None
Neutral B11…-25
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Side B44—70-18 to -10
  • Grab (10f)
  • Up B (+3)
Up B6/35-29 (ground) // -19 (air)
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (+1)
Down B26/32/38/46/59-127-19 to -15
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (+1)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Pyra should not play directly into Zelda’s Rapid Jab and Neutral Air; wait for Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt and answer with Grab (10f), Up B (13f), OOS Fair (14f), and OOS Nair (14f).
  • After Pyra blocks Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt, pick the reachable option from Grab (10f), Up B (13f), OOS Fair (14f), and OOS Nair (14f) immediately.
  • Pyra should not mash after Zelda’s Rapid Jab and Neutral Air; take the landing route, escape route, or ledge route first.
  • Pyra should finish stocks by breaking Zelda’s landing and recovery routes so Rapid Jab and Neutral Air does not get more neutral reps.

Actions to Avoid

  • Letting Zelda start the exchange on Rapid Jab and Neutral Air terms and giving Pyra’s stage control away for free.
  • Having Pyra block Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt but never answer with Grab (10f), Up B (13f), OOS Fair (14f), and OOS Nair (14f).
  • Sending Pyra too deep after Zelda’s Rapid Jab and Neutral Air and letting the reset punish the chase back.
  • Panicking at the ledge as Pyra and simplifying Zelda’s Rapid Jab and Neutral Air-driven advantage sequence.

Reference Links

Related Pages