Matchup Summary (Win Condition and Game Plan)
This matchup becomes rough if Wolf keeps contesting Pyra’s long hitboxes head-on, but it is still very manageable once he forces her to swing first and punishes the recovery. Pyra’s forward tilt, fair, bair, and smash attacks hit hard and cover a lot of space, yet her movement and startup are slow enough that she is much easier to exploit if Wolf does not stay planted in front of her.
Wolf’s stable plan is to slow her down with Blaster, take space when she jumps or shields, and use fair, nair, and down tilt for the first touch, then cover the landing with up tilt and up air. Because Pyra wants to keep the fight at sword tip range, it is usually stronger to take stage first and herd her into retreating landings, ledge jumps, and up smash range than to force a shield punish on every blocked swing.
The frame table also shows that jab 1-3, up tilt, dash attack, every smash attack, neutral air, neutral B, and up B are clearly punishable, with forward smash, up smash, and up B standing out as the biggest reversal points. By contrast, forward tilt, down tilt, fair, bair, and dair are mostly safe at tipper spacing, so the correct answer there is to track the drift and landing instead of swinging immediately.
KOs are more repeatable when Wolf takes stage with Blaster and down tilt, then cashes out at the ledge with up air on jump, down smash on roll, and back air on panic swings. Pyra’s horizontal recovery is narrow and linear, so Wolf does not need to chase very far offstage to threaten the return point of side B and up B.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Wolf OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -14 |
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| Jab 2 | 5 | -23 |
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| Jab 3 | 5 | -24 |
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| Rapid Jab | 9/13/17… | — | ||
| Rapid Jab Finisher | 6 | -25 |
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| Forward Tilt | 12 | -10/-9 |
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| Up Tilt | 11 | -19 |
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| Down Tilt | 9 | -11/-9 |
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| Dash Attack | 17 | -18 |
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| Forward Smash | 20 | -34 |
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| Up Smash | 15/17 | -47/-40 |
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| Down Smash | 12/18 | -26/-28/-20/-22 |
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| Neutral Air | 11 | -11/-11 |
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| Forward Air | 11 | -9 |
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| Back Air | 16 | -9 |
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| Up Air | 13 | -4 |
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| Down Air | 17 | -9/-9 |
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| Neutral B | 13/27/33—56/68/78/87/94 | -18 — -11 |
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| Side B | 14/16…74 | ** | ||
| Up B | 13/41 | -48 |
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| Down B | — | — | ||
| Grab | 7 | — | ||
| Dash Grab | 12 | — | ||
| Pivot Grab | 13 | — |
Win Condition Checklist
- Use low Blaster shots to interrupt Pyra’s walking and planted spacing, then walk in with fair, nair, or down tilt once she is forced to jump or shield.
- After blocking jab 1-3, up tilt, dash attack, every smash attack, neutral air, neutral B, or up B, take the listed shield punish with grab, OOS nair, or up smash.
- If forward tilt, down tilt, fair, bair, or dair hit at tipper spacing, do not force an immediate punish. Pull back or jump first, then catch the next landing or retreat.
- Do not rush the KO in center stage. Push her to the ledge with Blaster and down tilt first, then finish with up air, back air, or down smash on the ledge options.
- Offstage, stay shallow and prioritize ledge control, watching the side B and up B return points instead of overcommitting.
Actions to Avoid
- Do not run directly into the tip of Pyra’s forward tilt or fair and let her win the exchange with raw range and power.
- Do not mash the fastest punish after every tippered forward tilt, down tilt, fair, or bair and hand Pyra a free whiff punish with the next wall.
- Do not chase too deep offstage for the early kill and expose Wolf’s own side B and up B recovery to fair or dair.
- Do not sit at the corner shielding forever and let Pyra stack forward smash, up smash, and side B pressure on top of each other.