Snake vs Pyra

Pyra Matchup (Snake)

Snake vs Pyra

Snake vs Pyra is won by refusing the sword lane, using grenades and C4 to halt Pyra's feet, and then cashing in brutally whenever her large swings finally stop.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets bad for Snake if he keeps accepting Pyra’s long sword lane in honest neutral, but Pyra’s speed and startup are still slow enough that explosives can interrupt her setup before the swing becomes oppressive. Once grenades or C4 force her to stop, the recovery on her bigger choices is severe enough that Snake can turn one defensive stop into a full ledge sequence.
Snake should not just place explosives and admire them. The real payoff comes from watching whether Pyra swings early or jumps over the setup, then punishing the body with Down Tilt, Grab, or Bair. Pyra’s hits are devastating when they connect, but her landing and recovery are straightforward enough that Snake gains more from repeat corner pressure than from center-stage brawling.
The frame table shows Jab 1-3, Rapid Jab Finisher, Up Tilt, Dash Attack, every smash attack, Nair, Neutral B, and Up B are all punishable through OOS Dair (6f), Grab (10f), and Up Smash (11f). By contrast, Forward Tilt, Down Tilt, Fair, Bair, and Dair only give lighter answers, while Uair and Side B are not shield-punish spots at all.
Kills are most repeatable through ledge C4, Up Smash, Bair, and Nikita rather than from center-stage hard calls. Pyra’s recovery path is linear, but Snake still reduces variance by covering the return height and landing point instead of diving too deep and exposing his own landing weakness.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSnake OOS Candidate MovesBarely Missed Moves
Jab 13-14
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Jab 25-23
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (+3)
Jab 35-24
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (+2)
Rapid Jab9/13/17…
Rapid Jab Finisher6-25
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (+1)
Forward Tilt12-10/-9
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Up Tilt11-19
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Down Tilt9-11/-9
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Dash Attack17-18
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Forward Smash20-34
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Up Smash15/17-47/-40
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Down Smash12/18-26/-28/-20/-22
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
Neutral Air11-11/-11
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (+2)
  • OOS Uair (+2)
Forward Air11-9
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Back Air16-9
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Up Air13-4
  • None
  • OOS Dair (+2)
Down Air17-9/-9
  • OOS Dair (6f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up Smash (+2)
Neutral B13/27/33—56/68/78/87/94-18 — -11
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (+2)
  • OOS Uair (+2)
Side B14/16…74**
Up B13/41-48
  • OOS Dair (6f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up Smash (11f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • OOS Fair (26f)
Down B
Grab7
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Use grenades and C4 to stop Pyra’s feet first, then punish the body with Down Tilt, Grab, and Bair when she swings or jumps through the setup.
  • After blocking Jab 1-3, Rapid Jab Finisher, Up Tilt, Dash Attack, any smash attack, Nair, Neutral B, or Up B, take the listed punish with OOS Dair (6f), Grab (10f), and Up Smash (11f).
  • Treat Forward Tilt, Down Tilt, Fair, Bair, and Dair as lighter-punish spots, and do not force shield punishes on Uair or Side B.
  • Build kills through ledge C4, Up Smash, Bair, and Nikita rather than center-stage hard calls.
  • Cover the recovery return point from stage control instead of overdiving and turning Snake’s own landing into the next problem.

Actions to Avoid

  • Backing up forever and handing Pyra the perfect sword spacing for free.
  • Reaching for oversized punish attempts on moves that only allow lighter retaliation.
  • Filling the stage with explosives but leaving Snake’s own feet unprotected when Pyra finally gets close.
  • Diving too deep offstage and making Snake’s weak landing the real interaction.

Reference Links

Related Pages