Pyra

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Ground Attacks

Jab 1
3
21
--
transitions to jab 2 on frame 7
3.0
6
4
--
-14
3—5
Jab 2
5
31
--
Transitions to jab 3 on frame 14 or Rapid on 13
2.0
5
3
--
-23
5—6
Jab 3
5
35
--
--
5.0
9
6
--
-24
5—7
Rapid Jab
9/13/17...
--
--
--
0.6
4
4
--
--
9/13/17...
Rapid Jab Finisher
6
37
--
--
5.0
11
6
--
-25
6—7
Forward Tilt
12
37
--
--
11.5
10
15
Early/Late
-10/-9
12—13
Standard Interpolated
Up Tilt
11
39
--
--
9.5
10
9
--
-19
11—16
Down Tilt
9
26
--
--
6.0/8.0
8/9
6/8
Close/Far
-11/-9
9—11
Dash Attack
17
52
--
--
10.5/12.5
*/10
*/17
Closest/Far
-18
17—18
Standard Interpolated
Forward Smash
20
67
--
charge hold on frame 5
20.0
16
13
--
-34
20—23
Up Smash
15/17
66
--
Charge hold is frame 6
3.5/13.5/12.0
5/10
4/9
hit 1/early hit 2/late hit 2
-47/-40
15—16/17—23/24—33
Down Smash
12/18
47
--
Charge hold on frame 2. Blade and leg can both hit the same shield. Third and fourth advantage assume this scenario, first and second are single, far hits.
11.0/13.5/8.0/10.0
10/11/9/10
8/9/6/7
blade close/far / leg close/far
-26/-28/-20/-22
12—14/18—20

Aerial Attacks

Neutral Air
11
56
15
Autocancels on frame 1-10 and 41 onward
10.0/8.0
10/9
4/4
Early/Late
-11/-11
11—16(17—22)
Forward Air
11
48
14
autocancels on frame 1-2 and 46 onward
12.0
10
5
--
-9
11—14
Back Air
16
49
14
autocancels on frame 1-5 and 38 onward
14.0/12.0
11
5
Early/Late
-9
16—17(18)
Up Air
13
57
8
autocancels on frame 25 onward
10.0
10
4
--
-4
13—17
Standard Interpolated
Down Air
17
65
14
autocancels on frame 1-4 and 34 onward
12.0/14.0/12.0
10/11
5/5
Early/Clean/Late
-9/-9
17/18/19—20

Special Attacks

1st Charge 2nd Charge 3rd Charge
Neutral B (Flame Nova)
13/27/33—56/68/78/87/94
58—117
FN1) 49 from release
FN2) 61 from release
FN3) 69 from release
--
--
FN1) 3.0/7.0
FN2) 4.0/10.0
FN3) 5.0/13.0
5/7 — 6/10
4/7 — 6/12
multihit/final
-18 — -11
...
FN1) 4—6/12—14/18—20/26—32
FN2) 7—9/14—16/20—22/25—27/30—32/38—44
FN3) 7—9/13—15/19—21/24—26/29—31/34—36/38—40/45—52
Start End
Side B (Blazing End)
14/16...74
52
--
Pyra has a hitbox on startup from 14—15 before throwing the sword. Sword catch animation is 14 frames, but can be avoided by dodging, in shield, etc. The sword exerperiences its own hitlag at irregular intervals. There are technically as many startup values on the way to the final hit as there are ways to hit somebody. If the blade hits nothing, the final hit is always on 74, and begins returning on 101.
8.0/1.5/0.8/10.0
*/4/4/10
*/2/2/4
wrist/early multi/late multi/final
**
**
Up B (Prominence Revolt)
13/41
--
54
Landing hits are 1/2-6/7-11 (sword/clean flame pillar/late flame pillar). Late hits of flame pillar do 5.0/4.0% damage.
4.0 / 5.0 / 2.0 / 9.0
8/6/*/7
5/6/*/4
rising/falling/landing
-48
13—15/41—...
Down B (Swap to Mythra)
--
32
--
Invulnerable on frame 6-18.
--
--
--
--
--
--

Grabs / Throws

Grab
7
37
--
--
--
7—8
Dash Grab
12
44
--
--
--
12—13
Pivot Grab
13
39
--
--
--
13—14
Pummel
1
19
--
total frames includes 14 frames of hitlag (plus one in 1v1)
1.5
Forward Throw
10/11
27
--
--
3.5/5.5
Backward Throw
15/17
35
--
--
3.0/4.0
Up Throw
9
29
--
--
5.0
Down Throw
20/28
48
--
--
4.0/4.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
49
**
Invulnerable on frame 3-30
Air Dodge, Down
68
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
75
**
Invulnerable on frame 3-21
Air Dodge, Left/Right
83
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
97
**
Invulnerable on frame 3-21
Air Dodge, Up
109
**
Invulnerable on frame 3-21

Misc Info

Stats
Weight — 98
Gravity — 0.078
Walk Speed — 0.92
Run Speed — 1.38
Initial Dash — 1.69
Air Speed — 1.1
Total Air Acceleration — 0.065
SH / FH / SHFF / FHFF Frames — 39 / 47 / 26 / 32
Fall Speed / Fast Fall Speed — 1.62 / 2.592
Out of Shield, Up B — 13 frames
Out of Shield, Neutral Air or Forward Air or Shield-Drop Jab — 14 frames
Out of Shield, Up Air — 16 frames
Shield Grab (Grab, post-Shieldstun) — 11 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal Up B Apex
Ledge Hang
Getup Attacks
Facing Up Facing Down Trip Ledge