Mega Man vs Pyra

Pyra Matchup (Mega Man)

Mega Man vs Pyra

Mega Man vs Pyra is most stable when you slow the opponent's approach with projectiles, then convert their forced entries into punishes.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

Mega Man is strongest at speedy movement, whiff punishing, and landing pressure, while Pyra is strongest at explosive heavy hits and punishing trades.
Projectiles can distort the opponent’s approach timing here, so the stable route is to force an entry, punish it, and convert into landing traps or ledge pressure.
The table shows reliable shield punishes on Up B, Up Smash, Forward Smash, Down Smash, and Rapid Jab Finisher, with OOS Bair, Up Smash, Grab, and OOS Nair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Up Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMega Man OOS Candidate MovesBarely Missed Moves
Jab 13-14
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 25-23
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+3)
Jab 35-24
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+2)
Rapid Jab9/13/17…
Rapid Jab Finisher6-25
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+1)
Forward Tilt12-10/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Up Tilt11-19
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Down Tilt9-11/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Dash Attack17-18
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Forward Smash20-34
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up Smash15/17-47/-40
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down Smash12/18-26/-28/-20/-22
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Neutral Air11-11/-11
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Forward Air11-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Back Air16-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Up Air13-4
  • None
  • OOS Bair (+3)
Down Air17-9/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Neutral B13/27/33—56/68/78/87/94-18 — -11
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Side B14/16…74**
Up B13/41-48
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down B
Grab7
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Use projectiles to slow the approach, then convert the delayed response into a whiff punish and landing trap.
  • After blocking Up B, Up Smash, Forward Smash, Down Smash, and Rapid Jab Finisher, answer immediately with OOS Bair, Up Smash, Grab, and OOS Nair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Up Air; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Giving up your space-control leverage and turning the matchup into a raw scramble before those tools can matter.
  • Swinging after every blocked Up Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Mega Man’s own recovery or defensive weakness.
  • Accepting a heavy swing at the ledge and letting the opponent cash in on their highest-reward situation.

Reference Links

Related Pages