Pyrrha Omega General Discussion

Status
Not open for further replies.
I'm starting to rage less about Pyrrha Omega now that I am getting a better idea of how to play her.

Before what I was trying to do was not be in someone's grab range and try to run my offense. Now I see that you really need to be up in someone's grill because of how limited her range is, and rush that shit down like Alex Valle.

22B is also the fucking shit. Still hate the hitbox on 236A. Whiffs so many times on people.

I also hope that Namco gives this game the support that it needs. If they do, this will truly be the best SC game. I did like SC4. The game isn't without its problems, but what kept me playing was the community and the character that I was using. So if SCV blows up which really looks to be the case, it's going to be awesome.

I also had a bunch of people ragequit on me today because they PJSalty from having Pyrrha Omega all in that ass. But I'm going to upload some more vids and be online later today for those that want to play.
 
I think regular Pyrrha is a lot more versatile than Omega. I notice Omega really has some weaknesses in terms of speed and range at times. Still, if you can make good reads you shouldn't have much of a problem even against faster characters.

Decided to main Omega after being in the lab for many hours on day 1 with her. I haven't had much of a problem adjusting but you gotta be real patient with her. She really doesn't have many moves you can just throw out at random like regular Pyrrha.

Her CE is very good considering you can hit it off of most of her stun moves or against someone on wake up but you have to time it just right. It really sucks you can't get much damage off of it on a juggle though.

Omega is a heavy hitting character with slower speed and not many great combos. I feel like she's missing a decent ground move like an off the ground grab.

I think Omega has a lot of really good combos, they're just short and sometimes tricky to land. For example, while using her CE as a juggle doesn't lead to huge damage on its own, during the knockdown state it causes, you can land Double Nemesis Step B (236236B) and get some good damage. If you learn to always use DNS B over normal NS B, it makes her a really dangerous character. Especially since DNS B is only a frame faster, does more damage, TCs low enough to dodge most Mids, and most of the cast can't punish it on block. Also, if you buffer the first 236 during Guard or any other animation, you can release it and hit 236 to get an instant super TC.
 
I'm starting to rage less about Pyrrha Omega now that I am getting a better idea of how to play her.

Before what I was trying to do was not be in someone's grab range and try to run my offense. Now I see that you really need to be up in someone's grill because of how limited her range is, and rush that shit down like Alex Valle.

22B is also the fucking shit. Still hate the hitbox on 236A. Whiffs so many times on people.

I also hope that Namco gives this game the support that it needs. If they do, this will truly be the best SC game. I did like SC4. The game isn't without its problems, but what kept me playing was the community and the character that I was using. So if SCV blows up which really looks to be the case, it's going to be awesome.

I also had a bunch of people ragequit on me today because they PJSalty from having Pyrrha Omega all in that ass. But I'm going to upload some more vids and be online later today for those that want to play.

I've also noticed that she excels close range for most of the cast, but some characters like Patsuka with good close attacks and hits that do a ton of hit stun, I try stay at mid range and frame trap my way in or whiff punish with 5BB because I like the range.

It would be nice if the community takes on this game more because I'm really liking the pacing for SCV.

I'd also like to see your vids to get more of a feel for how you play PO as well. Also, what attacks have you been using a lot once you get in?
 
Also, if you buffer the first 236 during Guard or any other animation, you can release it and hit 236 to get an instant super TC.

Hmmmm, that's kinda sexy. I'll be trying it out today and thanks. So are there any follow ups you use after the DNS punish?
 
Hmmmm, that's kinda sexy. I'll be trying it out today and thanks. So are there any follow ups you use after the DNS punish?

You can do a few really good follow-ups a DNS punish. DNS A stuns and lets you get a free CE or DNS B:4. That's probably your Go-To tactic. If you delay to the end of DNS, you have access to all of Omega's While-Rising attacks, so that's an option. You can do a throw if you want, though I don't see any real reason for it. You can also use DNS to do weird CE setups. DNS ABK will give you DNS > CE, and you can buffer it the same way to get an instant low TC into CE. So far, I've found limited uses for it, but it's still pretty nice.

Also, you can use DNS as a really good oki/tech trap by delaying the second 236 or adding another 236. Every time you input the motion, she tracks the opponent's location.
 
I have noticed she is best at close range, though being 1 or 2 steps out of their face is good, since you can then see attacks a bit better and be able to react better, like jumping over lows with 1K
 
You can do a few really good follow-ups a DNS punish. DNS A stuns and lets you get a free CE or DNS B:4. That's probably your Go-To tactic. If you delay to the end of DNS, you have access to all of Omega's While-Rising attacks, so that's an option. You can do a throw if you want, though I don't see any real reason for it. You can also use DNS to do weird CE setups. DNS ABK will give you DNS > CE, and you can buffer it the same way to get an instant low TC into CE. So far, I've found limited uses for it, but it's still pretty nice.

Also, you can use DNS as a really good oki/tech trap by delaying the second 236 or adding another 236. Every time you input the motion, she tracks the opponent's location.

Thanks! I'll probably go for DNS B after a DNS A most of the time. I also didn't know that DNS tracks as well.
 
Just discovered some new DNS tech. I don't know what to make of it. It doesn't seem to be mentioned in the movelist or even the guide, but if you do a single 236 out of a crouch, you get a DNS without getting an NS first. Doing A, B, or K after these will just give you the NS versions, but buffering the second 236 during the DNS animation will give you the DNS versions. So it seems like the Steps themselves are tied strictly to the act of her moving, while the followups are tied to the commands.

I've actually been using this a lot since discovering it. It's really easy and has a whole lot of good uses from what I've seen. For example, after doing any move that puts you in a "While Rising" state, you can input the 236 for the DNS and do your preferred followup or whatever fits the situation. You can go low with 2K and then do 236A to get a high-low mixup that's very fast and hard to counter on reaction. If they block the 2K, you can do 236B. This also improves her oki with the use of 1A.

Considering how good DNS is at dodging highs and a lot of mids, I'd say this is a fairly useful piece of tech, especially for a character a lot of people claim has no mixup potential.
 
2K is 2K. It's an important move but not really scary until you have no health left. Throws are still the core of her mixup game, and they're all good now.
 
Right now, I like Pyrrha a little better than Pyrrha O, but that might change soon, the more I learn Pyrrha O the more I see it's the little things that make her awesome, like her WR: B is excellent.....!
 
I prefer Pyrrha over Pyrrha O after experimenting with them both. While I noticed that Pyrrha O does have a higher damage output, I feel that Pyrrha has better tools overall. The main two things that Pyrrha has over Pyrrha O which I personally like are her 66BBE and 1K. I'm sure this has been mentioned before, but just giving my opinion. ;-)
 
Just discovered some new DNS tech. I don't know what to make of it. It doesn't seem to be mentioned in the movelist or even the guide, but if you do a single 236 out of a crouch, you get a DNS without getting an NS first. Doing A, B, or K after these will just give you the NS versions, but buffering the second 236 during the DNS animation will give you the DNS versions. So it seems like the Steps themselves are tied strictly to the act of her moving, while the followups are tied to the commands.

I've actually been using this a lot since discovering it. It's really easy and has a whole lot of good uses from what I've seen. For example, after doing any move that puts you in a "While Rising" state, you can input the 236 for the DNS and do your preferred followup or whatever fits the situation. You can go low with 2K and then do 236A to get a high-low mixup that's very fast and hard to counter on reaction. If they block the 2K, you can do 236B. This also improves her oki with the use of 1A.

Considering how good DNS is at dodging highs and a lot of mids, I'd say this is a fairly useful piece of tech, especially for a character a lot of people claim has no mixup potential.

This is all exactly the same in IV. Also the same as in IV is that FC NS moves are one frame faster than their standing versions.
 
I've got a 13% win rate among my friends, but I have to fight Natsu and Nightmare all day. What joy, right? I can't really pinpoint a problem apart from being unfamiliar with character matchups. I guess some vids would help.

It just makes me mad that Natsu can get guaranteed damage off the dumbest things. Omega Pyrrah is easy to use like Pyrrah (to me at least), but both have to be played to their strengths. Easy to play doesn't mean easy to win I guess, right?
 
Omega is easy to do stuff with, but running offense or defense against certain characters is another story. You really have to force your opponent to play your game. I lost a lot to a friend who plays a really great Natsu now my win rate is crap. Slowly started to adapt to her style and am able to read her moves better. I guess, at least I learned some things.

I find the most annoying thing Natsu has is her ground bomb and lows, but you can jump over it or low block. When you low block the bomb expect a teleport and as soon as she comes out of teleport I land rising K. I also notice you wanna be mid to close range against her so you have some time to react to her moves. If your too close she may out hit you because she's so fast.
Omega has good offense in this match, but you can't just push buttons as easy as other ones. Play patient but also play fierce. You always wanna be on top on what your opponent is doing. I can't tell you how many times I screwed up punishes only to get punished myself.


I gotta say Omega is really a lot of work to play at times.
 
Status
Not open for further replies.
Back