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Generally Pyra isnt that bad of an issue, especially as you can parry lots of her moves extremely easily, and get pretty alright whiff punish opportunities. Be wary of {{clr|special|FSpecial}} as it lasts a while, generally if it is coming towards you it's better to just shield. If whiffed, Pyra will be completely unable to attack and will try to run away to avoid a punish until the sword comes back to them, so find a pattern with their roll/jump. Watch out under platforms when Pyra is above, {{clr|aerial|DAir}} is a massive move that kills AND combos to kills. Offstage, remember to mixup your recovery and space it properly, as hitting {{clr|special|Up Special}} is not difficult whatsoever. Use {{clr|special|Neutral Special}}, Directional Airdodge, and the different types of {{clr|special|Up Special}} to get back onto stage. Do not get lazy. |
Generally Pyra isnt that bad of an issue, especially as you can parry lots of her moves extremely easily, and get pretty alright whiff punish opportunities. Be wary of {{clr|special|FSpecial}} as it lasts a while, generally if it is coming towards you it's better to just shield. If whiffed, Pyra will be completely unable to attack and will try to run away to avoid a punish until the sword comes back to them, so find a pattern with their roll/jump. Watch out under platforms when Pyra is above, {{clr|aerial|DAir}} is a massive move that kills AND combos to kills. Offstage, remember to mixup your recovery and space it properly, as hitting {{clr|special|Up Special}} is not difficult whatsoever. Use {{clr|special|Neutral Special}}, Directional Airdodge, and the different types of {{clr|special|Up Special}} to get back onto stage. Do not get lazy. |
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==== <span style="visibility:hidden;font-size:0">Belmonts (Simon & Richter)</span> ==== |
==== <span style="visibility:hidden;font-size:0">Belmonts (Simon & Richter)</span> ==== |
Revision as of 14:41, 28 April 2023
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Opponent's Overview | Advanced Stats |
Inverse Matchup
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Losing BUT very doable
Generally Pyra isnt that bad of an issue, especially as you can parry lots of her moves extremely easily, and get pretty alright whiff punish opportunities. Be wary of FSpecial as it lasts a while, generally if it is coming towards you it's better to just shield. If whiffed, Pyra will be completely unable to attack and will try to run away to avoid a punish until the sword comes back to them, so find a pattern with their roll/jump. Watch out under platforms when Pyra is above, DAir is a massive move that kills AND combos to kills. Offstage, remember to mixup your recovery and space it properly, as hitting Up Special is not difficult whatsoever. Use Neutral Special, Directional Airdodge, and the different types of Up Special to get back onto stage. Do not get lazy.
Mythra is where this matchup becomes difficult. This character outranges, out neutrals, and outspeeds you in neutral. Disadvantage isn't really an issue for mythra with her fast moves, airdodge backed by Foresight, etc. Against a very oppressive mythra, SDA is a great tool to punish mashing in neutral. Adopting a whiff punish playstyle against Mythra isn't bad either, dashbacking to punish dashattacks or whiffed grabs. Don't overextend, foresight makes it very easy to reverasl you. Go for your simple Bread and Butter Combos.
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Opponent's Overview | Advanced Stats |
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Opponent's Overview | Advanced Stats |
Inverse Matchup
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder