Terry vs Pyra

Pyra Matchup (Terry)

Terry vs Pyra

Terry vs Pyra is most stable when you do not challenge the sword wall first, keep cashing out the clear shield punishes, and turn one close-range touch into a finish once GO is online.

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Matchup Summary (Win Condition and Game Plan)

Terry does not want to swing the first big button into Pyra’s sword wall, so this matchup starts with walking and smaller checks until he can enter the range where Jab and Down Tilt threaten instead of getting clipped outside. The table shows that after blocking Pyra’s Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Up Tilt, Dash Attack, smash attacks, Neutral Air, Neutral B, and Up B, Terry can answer with OOS Nair (7f), Grab (10f), OOS Uair (10f), OOS Fair (10f), Up B (10f), and Up Smash (10f), so the big commitments should never go unpunished. At the same time, Pyra’s Forward Tilt, Down Tilt, Forward Air, Back Air, and Down Air can leave only narrow punish windows, and forcing a mash there is worse than simply following her slow landing and re-entering close range. Terry should finish stocks by chasing the slow landing, edgeguarding the linear recovery, and once GO is active, converting one Jab, Down Tilt, or close-range scramble into Buster Wolf or Power Geyser instead of fishing for the super move raw.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldTerry OOS Candidate MovesBarely Missed Moves
Jab 13-14
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (+1)
Jab 25-23
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Jab 35-24
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Rapid Jab9/13/17…
Rapid Jab Finisher6-25
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Tilt12-10/-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Up Tilt11-19
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Tilt9-11/-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Dash Attack17-18
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Smash20-34
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up Smash15/17-47/-40
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Smash12/18-26/-28/-20/-22
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Neutral Air11-11/-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Forward Air11-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Back Air16-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Up Air13-4
  • None
  • OOS Nair (+3)
Down Air17-9/-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Neutral B13/27/33—56/68/78/87/94-18 — -11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Side B14/16…74**
Up B13/41-48
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down B
Grab7
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Terry should not throw the first lunge into Pyra’s range; walk forward, use smaller checks, and only start the real pressure once Jab or Down Tilt can reach.
  • After Terry blocks Pyra’s Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Up Tilt, Dash Attack, smash attacks, Neutral Air, Neutral B, or Up B, immediately choose the reachable punish from OOS Nair (7f), Grab (10f), OOS Uair (10f), OOS Fair (10f), Up B (10f), and Up Smash (10f).
  • After blocking Pyra’s Forward Tilt, Down Tilt, Forward Air, Back Air, or Down Air, Terry should not mash blindly and should instead follow the slow landing or retreat route until close range is rebuilt.
  • Once GO is active, Terry should not telegraph the super move and should first force a reaction with Jab, Down Tilt, or Nair before cashing out with Buster Wolf or Power Geyser.

Actions to Avoid

  • Leading with Burn Knuckle or another big commitment straight into Pyra’s long sword before the spacing is won.
  • Blocking Pyra’s heavy commitments and still letting her reset without Terry’s fast punish options.
  • Swinging back immediately after blocked Fair or Bair and giving away the chance to punish Pyra’s slow landing instead.
  • Spamming the GO supers in neutral and letting Pyra push the game back out to the sword-tip spacing she wants.

Reference Links

Related Pages