Hi, guys! I want to hear your opinion about Pyrha. I have some troubles against her, and i want to know how you deal with it.
Prob #1
My playstyle is pretty "lame", i like turtling and zoning, and i like to play safe. But she force me to be more random and agrresive ( If i play too safe then she breaks my armor in first round, if i too agressive then prob #2
Prob #2
I have no solid offence against her on middle - far range. She have one answer to everything - 22_88K. I cant do mid for damadge 66B, i cant do antistep 66A,B, i cant throw her, she evades all this moves. The only options is 3A (ansafe + i cant do it while running) and A+B(that move just not too good basically).
Of course Pyrha has her week points (like i can punish almost everything) and beatable, but sometimes i just frustrated how easy she can win.
I saw this earlier this morning before I went to work but didnt reply because something like this requires a lengthy response and not just a quick blurb.
Pyrrha is an amazing character and is a hard matchup for natsu because she has the tools to punish -12 and -14 well. In addition she is one of two characters where your speed advantage doesn't mean a ton since her aa is only one frame slower than yours and she has a multitude of tc moves that will beat aa or 4a+ba.
Above all else you need to reduce how many 236b punishes you eat. Try to avoid throwing out things that are -14 or worse without confirming if they will hit or not.
As others have mentioned, if 22k is giving you problems your solutions are to a+b, 3a, 2a, ws aaa ch confirm or make a read and duck. Punishing with 6a+b4 po a:6/4b/ws b4a+ba. While a+b, 3a and ws aa are punishable, they are not 236 b punishable so not quite as risky to throw out. Alternately you can back step and punish with 3b, 66b or bomb. this is risky if she reads it and tosses a 3b/44a etc.
I'm not sure why you have an aversion to a+b it is still an amazing move post patch. Has incredible forward range, mid, tj, good damage, slight ss up close, pseudo safe. You probably know this but if they try and punish a+b with aa and you do a+b4 you can whiff punish the aa with 66b. Same with if they try to punish a+b4 with a stab, 3b, or ce. They guess wrong you block and can punish them. The same concept can be applied to 66b as well. 66b4 at mid to far range block cannot be punished by 236b, if they try to you can hit them with po b for free. Combo into 1a or ce for great damage. 44a can have a similar effect though its hard to judge the distance. If only the second hit of 44a is blocked, the move becomes -13 and not -14 so if they try and stab punish, you can block it.
I'm not super big on bomb spacing, its pretty slow asking to be ch by 66a, 44a or anything else really. If you mess up and whiff, even with the a cancel you can get stabbed.
Speed is great in this match for jg and block punish purposes. You can really hurt Pyrrha on jg where most others only get aa or even nothing in the case of a move like 4k with very fast recovery. Any poke you jg should probably be a:6'd but if you manage to jg 2b, 3a+b, 44a, 3a, or 6b+k you can land a free 3b.
For normal block punishment it is essential that you can reliably punish her 66a with a:6. Unless she does it at max range you can usually hit the full 3 hits no problem. Same goes with b+k its -11 and can be a:6'd if they don't do the follow up.
Be aware that 6a+b4 po a:6 into 1a doesn't work on Pyrrha for some reason. She can block it normally.
Other useful and needed block punishment.
4ab can be punished with 4b into 1a/44k/ce
1k can be punished with 4b into 1a/44k/ce
22b by itself can be 3b'd
22b extensions can be b+k b+g air throw'd for 60 damage, or you can land a 4a+b bomb. Timing is different depending on whether she does ba or bak
Her 3b is weird, as fleshmasher mentioned 6a+b hits consistent at all ranges but the po follow ups also whiff at all ranges. I like to go for 6b as my punish normally, as it reaches well at all but max range, and if she blocks it due to distance you are still safe. Sucks we don't have a more consistent punisher.
44b+k can be punished with 4a+ba, its not much, but its 8 damage and frame adv in their face.
236 aa can be punished with 6a+b and the po followups, if you can reliably jg the second hit you can 66b. Alternately 8ka will work here as well.
There are many more unsafe moves but these are some of the more obscure ones I see go unpunished or not max damage punished.
Very important to take max damage punish whenever possible.
On that note two advanced things to up your damage.
1. Similar to maxi, if you jg the last hit of her CE it gives you enough frame adv to land a 4a+b bomb into whatever. Much better than our usual 66b punish.
2. Learn how to just ukemi guard (JUG) her common 66b be tech traps off of 22a and ch 1k. You jg the first hit step either direction and 4a+b bomb into ce or a+b. air throw tends to whiff. If you can learn to do this consistently you will take away some of her damage and land quite a powerful hit of your own.
Try to duck 4b if you can spot it, punish accordingly.
Her 3a is safe against natsu unless you jg it.
At -4 your 66b will go under aa and around bb
At -6 your 66b will go around bb while your 3b will go under aa. Little tidbits if you make a read.
4k on block with a ring edge to your right into a+b will jump over 2a and ring out. Catches hesitation step and some other things as well.
This was all I wanted to say for now, any questions feel free to post up.