Pyrrha Mixups

Status
Not open for further replies.

SoulRain

[08] Mercenary
I dont think anyone else has created this kind of thread, If I did overlook it, I apologize.
Anyway, I have trouble doing mixups with Pyrrha. Her 1AA and 236AA can mess up average to below average player. But for a above average player, they can see it coming. After I noticed they can block these stuff, I start getting nervous and I keep doing it over and over -.-
So like I am asking what moves are good for mixups. A buddy of mine plays Mitsurugi, mixes me the hell up. His mids and lows are not really easy to see, for me that is, unlike Pyrrhas.
So...yea, what are good moves for mixups.
 
Throws. (also 1k, but not without momentum).

Pyrrha can catch people rolling or staying on the ground after B+G, 66A+G, 236B and 236B4 very easily with 1b, 3b, 1k and 66b BE, meaning they have to quick get up into another 1K/throw/mid of your choice mixup. 1K isn't the scariest low, but it's what you should be using instead of 1A. Just remember to include both the good throws, and also use frame traps.

She's no mitsu though.
 
66B BE on a grounded opponent is quite risky against opponents who know the match-up well. If they quick stand and block the first hit then the second hit is quite easy to JG with practice, meaning you're at -17, enough disadvantage to let you in for some major hurt.

How does 22_88K/kK work as a mix-up? Because to me it seems a tad gimmicky, but apparently both the mid and low are safe on block and stun on hit, so maybe...
 
66B BE on a grounded opponent is quite risky against opponents who know the match-up well. If they quick stand and block the first hit then the second hit is quite easy to JG with practice, meaning you're at -17, enough disadvantage to let you in for some major hurt.

How does 22_88K/kK work as a mix-up? Because to me it seems a tad gimmicky, but apparently both the mid and low are safe on block and stun on hit, so maybe...

22_88K/kK isn't a mix up. 22K is a high and 22kK is a low, ducking will beat both of them. And 22kK is really slow to begin with, making it very much reactable.
 
1k/4k on wakeup
11A/11AA
1A/1AA
4AB/4AA

Pyrrha really isnt a mixup character. Her lows are largely slow/terrible. You're really stuck with throw/attack. She's usually a whiff punish/block punish character. You should be be studying frames and practice stabbing everything in the game thats -14 or more. Learn how to read other people's lows and mixups and stab, stab, stab. Also, if your friend's Mitsu is predictable enough with 4B, you can just guard it and stab it. Just guarding works well in her game since it opens up more stab opportunities. Remember that vanilla 2kB non counter hit is -16 ON HIT.

You might try tapping any attack button immediately followed by any guard to flinch, to make them flinch as they are getting up. Then go into attack or throw. Also, I find that a throw, immediately jumping over them and either throw or BT B+K works sometimes.
 
11A is reactable and so is the difference between 11AA and 11A(A). If I block 11A, I 2A it. If I don't, I wait for the punish and if I see lightning I have a good window to decide if I want to interrupt. It's not completely bad though. It TC and TS and I believe 11AA is NCC. And extra bonus: if you can't hit confirm 11AA for some reason, 11A is +2 on counter hit for some reason. 11A NC is -2.

Also reactable. A smart player might be scared to punish 1A by itself. I don't actually know if there's a window where you can get punished for free and be locked out of 1AA. But if you commit to 1AA and they block, that's like -26. They can do pretty much anything they want to you. If they do start punishing 1A by itself though, the gamble is still no where in your favor.

Both are reactable and punishable, but their existence does let you get away with 4A games sometimes. Where you 4A, then you capitalize on your opponent's freeze since he expects a follow up.

Pyrrha really isnt a mixup character. Her lows are largely slow/terrible. You're really stuck with throw/attack. She's usually a whiff punish/block punish character. You should be be studying frames and practice stabbing everything in the game thats -14 or more. Learn how to read other people's lows and mixups and stab, stab, stab.
She has great tools for reverse mix-up as well. 22K has TS and TC properties, catches step and is safe. There's also A+B, B+K, 22B (unsafe), 236K (ducks under 2A lol), 33B (also TS and TC), CEing on disadvantage.

Also, if your friend's Mitsu is predictable enough with 4B, you can just guard it and stab it.
On normal guard it's -12. Just step or 8way walk even, wait for it to whiff and punish. It only retracks if you try and interrupt it and it WILL retrack if you do. It's better to step/walk counter clockwise than clockwise, but that only matters if you're stepping it at something like -27 or something.

You might try tapping any attack button immediately followed by any guard to flinch, to make them flinch as they are getting up. Then go into attack or throw. Also, I find that a throw, immediately jumping over them and either throw or BT B+K works sometimes.
Awesome. I do this too. Her ass catches rollers, but you can train them to expect the mid. It's silly and doesn't happen every match (most importantly it impresses scrubs), but I've gotten some serious mileage out of this since I started doing it in IV. There's also more places you can jump relative to someone teching correctly that you can also make this mix-up work, but I'm not going to give away my S tier gimmicks yet.

Also quick tip. I believe this works for all characters, but while back turned 4~BT B+K gives your BT B+K just a bit more range. This should take your ass sniping to the next level.
 
Ultimate mixup, credit to Ramon - Step to opponent's right side --> mid or throw.
 
Well stuff that does work as mixups of sorts:
-4K/1K
-Run up - throw/66B/66A/66A+B (once you have them trained to expect one of these options, 66B will kill the twitch duckers. 66A/66A+B will duck quick highs trying to interrupt you)
-4A hesistate - they'll expect 4AB or 4AA, which are easily reactable
-6B/6BK - If they duck to block the low, just don't do it and hit them with a BB mid instead. 6B is +2 on hit anyways, they don't have the frames to interrupt your alternative mid, especially if they are trying to block the low kick.
-Throws - No reason really to heavily favor 66A+G or B+G over the other as both are good, keep it nice and random between the two.
-Blocked 4K or 22kK - These are rather minor disadvantage on block and have little block stun, so a fast poke after one can work (just don't do this in lag please), or an A+B auto-gi.
-2K / 1K on hit / 6BK - You are at -2/-1/0, all your opponent can really do to interrupt you is AA or 2A for the most part, so go for a tech crouch / tech jump move yourself.

Reverse mixup stuff:
-22K/22B at disadvantage to reverse mixup verticals/highs (element of risk of course)
-CE / 236B at disadvantage/wakeup to try to interrupt (highly risky of course)
-3A+B/6B+K have excellent tech crouch properties

Stuff that absolutely doesn't work reliably:
-11AA/11A{A} - You'll get punished for 11AA and hit out of 11A{A}
-1A/1AA - They blocked 1A, so lets do 1AA to make sure they punish us. You might get away with naked 1A as they'll waste some frames standing up, but you're then going to be punished at worst or mixed up yourself at best.
-WR A+B / WR {A+B} - WR {A+B} is just painfully slow/obvious
-4AB / 4AA - You have time to attempt to just guard the B and enough time left over from that to just block low instead.
-44KAB / 44KB - Slow and obvious all of those moves.
-236A / 236AA / 236AA BE - Enough time to recognize that the BE didn't come out to punish 236AA and enough time to easily just guard the BE. Same with 236A, there's enough time to recognize that just it came out and punish it accordingly.
-88B+K / 88{B+K} - The unblockable is painfully slow and easy to interrupt
-22B / 22BA - 22B is easy to punish, 22BA ridiculously easy to punish and there's lots of time to tell when you stopped.
 
I don't know if this counts as a mix up but doing 22kK and then 4B+K tend to work fabulously.
 
I don't know if this counts as a mix up but doing 22kK and then 4B+K tend to work fabulously.

4B+K??? You've actually managed to ever hit someone with that move??? That unblockable is so slow. Does it even hit grounded opponents after a 22kK knockdown?
 
Someone did it vs me and I'm like "hmm I'll use that"

I doubt it works on above average players since they can just roll to the side but people tend to panic when they see it and instantly stand but when that happens they have no time to side step. Try it out :)

I like to combo into 4AA BE since their time in the air is perfect for it.
 
That actually looks like a pretty good setup, since you can cancel the firsts frames of 4B+K into guard to try something else if they just roll out, gonna test that more in battle to see what I can achieve with that.
 
I like your enthusiasm.

Looks like if you lay dead, tech/roll left, or right you get out of it. Anyone holding G will eat it and most likely won't just guard. You can also roll back out of it, but teching back will make you eat it.

It's a big gimmick, but gimmicks work sometimes. I think it really relies on character knowledge gaps. I don't get hit by 22kK and I don't expect it to hit when I play her either.
 
Status
Not open for further replies.
Back
Top Bottom