Break Pressure and Max Damage

SpaghettiViking

Blink Master
This is nothing new, but I performed some exhaustive testing of Poe's guard breakers, and I have a conclusive list of everything that guarantees 4[A] after the break.


44A, 22A, 88A, 4A A (Second hit)

1B, 4B

6K, WR K, DNS K

B+K, BT B+K, 66B+K (Be careful when inputting 4[A], as you may get the second hit of 66B+K A B if you time it wrong)



Amongst these, I find that 22A, 44A, 6K, and 1B are the easiest to use. The step killers are especially good for making your opponent choose between getting hit by a CH stepkill, or eating 130+ damage on burst.

None of these four moves cause exceptionally heavy guard damage, so watch for their health bar to "pulse" while red before using them. This pulse basically says that the next blocked attack capable of bursting guard will cause the guard burst.

Moves like BB, DNS B, and 4A are good moves for setting up this pulse, without risking a burst when you don't want it.
 

Mayu

[09] Warrior
DNS A can also break the guard and cause the Guard Burst. But only the 66B+KAB G DNS B / 66B+KAB G CE DNS B can be perfomed. Even though this move is unsafe (-16), it's a great threat.

I do agree that we should rely more on Pyrrha Omega's Guard Burst game.
That's the purpose for not having a strong mix-up game.
 

SpaghettiViking

Blink Master
DNS A can also break the guard and cause the Guard Burst. But only the 66B+KAB G DNS B / 66B+KAB G CE DNS B can be perfomed. Even though this move is unsafe (-16), it's a great threat.

I do agree that we should rely more on Pyrrha Omega's Guard Burst game.
That's the purpose for not having a strong mix-up game.

I think you misunderstood me. My list is ONLY for moves that GUARANTEE 4[A] after the burst. There are many other moves that have the capability to break. :D

I'm having trouble landing DNS B after CE. I Also have trouble connecting it after 22B. Is there a way to make it more consistent?
 

Mayu

[09] Warrior
I think you misunderstood me. My list is ONLY for moves that GUARANTEE 4[A] after the burst. There are many other moves that have the capability to break. :D

I'm having trouble landing DNS B after CE. I Also have trouble connecting it after 22B. Is there a way to make it more consistent?

I purposely post for you to know that DNS A can also break ! And since DNS A is a great move, I've believed I should let you know. But If you already know about this, I apologise !

And, Partisan posted a list with moves that allow the combo 4[A]A.
https://docs.google.com/spreadsheet/ccc?key=0Akeo7qG0w3TSdFphV0haZm43NGY5aWpyUnFIWTREaEE#gid=1
 

HolyCarp

[14] Master
My problem is that I sometimes accidentally break guard. The worst one is when I see my opponent rolling left and I try to catch their roll with 3A+B, only to have them get up and block at the last second. 3A+B is two hits - the first breaks guard and the second does about 16 dmg and combos into nothing. i cry evertim.
 

Mayu

[09] Warrior
My problem is that I sometimes accidentally break guard. The worst one is when I see my opponent rolling left and I try to catch their roll with 3A+B, only to have them get up and block at the last second. 3A+B is two hits - the first breaks guard and the second does about 16 dmg and combos into nothing. i cry evertim.

Hahaha.
That's why I don't recommend you to use ( or using, sorry, I don't know haha) 3A+B when your opponent's guard is on the red. :p
I like to poke with 66_2K, 66A, 22A, 44A, AA, BB, 2K, 1B, because it's obvious the opponent will try to escape Omega's dangerous moves that allows GB and mostly the one that allow 4[A]A combo !
Opponents will be aware of Omega's 66B, 4B, 66B+K , 8B+K. So now's the time to abuse with 22A, 44A, 66A; etc. Even B+K can break well, B+K B as well.