Pyra vs Dark Pit

Dark Pit Matchup (Pyra)

Pyra vs Dark Pit

Pyra vs Dark Pit is most stable when you refuse to overrespect the opponent's projectiles and keep pressure on the body through shield discipline and forward movement.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Pyra is strongest at explosive heavy hits and punishing trades, while Dark Pit is strongest at speed-driven rushdown and combo-based advantage.
If you let the opponent pin you down with projectiles, they get to own spacing. The stable plan is to shield well, keep advancing, and pressure the body anyway.
The table shows reliable shield punishes on Rapid Jab Finisher, Side B (2), Side B (1), Down Smash, and Up Smash, with Grab, Up B, OOS Fair, 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 Forward Air, Back Air, and Down Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPyra OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Jab 25-21
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Jab 33-23
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Forward Tilt10-22/-19
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (+1)
Up Tilt6/15-23/-13
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+2)
  • OOS Uair (+3)
Down Tilt6-13
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+2)
  • OOS Uair (+3)
Dash Attack7-17
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Forward Smash10/21-26
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Up Smash6/7/10/18-27
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Down Smash5/18-27/-28/-14/-15
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (+1)
  • OOS Uair (+2)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • Grab (10f)
  • Up B (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Forward Air11/14/18-10/-9
  • None
  • Grab (+1)
Back Air10-4/-3
  • None
Up Air10/13/16/19/22-12/-11
  • Grab (10f)
  • Up B (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Down Air10-8
  • None
  • Grab (+2)
Neutral B16—76-21 to -15
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (+1)
Side B (1)18-36
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Side B (2)21-40
  • Grab (10f)
  • Up B (13f)
  • OOS Fair (14f)
  • OOS Nair (14f)
  • Up Smash (15f)
  • OOS Uair (16f)
  • OOS Bair (19f)
  • OOS Dair (20f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not chase the opponent’s projectiles by themselves; shield well, push the line forward, and keep pressure on the body.
  • After blocking Rapid Jab Finisher, Side B (2), Side B (1), Down Smash, and Up Smash, answer immediately with Grab, Up B, OOS Fair, and OOS Nair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Forward Air, Back Air, and Down Air; take the landing route, escape route, or ledge direction first.
  • Use ledge control as the default kill plan, and only chase offstage when the recovery route is already visible.

Actions to Avoid

  • Focusing only on clearing the opponent’s projectiles while shrinking your own chances to touch the body.
  • Swinging after every blocked Forward Air, Back Air, and Down Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Pyra’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages