Pyrrha Combo Discussion

I thought 66B, BE was pretty safe??? Who punishes it and how? I'm assuming if you JG it you can punish?

First post BTW hello all.
it can easily be guard impacted, just guarded, or side stepped. this all applies for the second hit. pros get past this move 95% of the time. best bet is if 4A is blocked then either do B or do her BE from that combo for it doesn't leave you wide open for punishing assuming the person doesn't just guard on guard impact you.

a frame trap that i found works a majority of the time is her 8 or 9K and then AA immediately afterwards. it baits and interrupts all the slower characters as long as they don't do a low/crouching move. also if 66A hits and the opponent tries to block immediately afterwards then if you do A+G or B+G fast enough you'll get that neck slash grab. but these aren't guaranteed they are just traps.
 
I guess that is true but unless someone has a tonne of match experience vs. pyrrha this is not that easy to pull off on reaction I would assume. I am pretty new to competitive SC5 though so maybe the true pros know every single BE for all the characters and how to punish it. I guess I shouldn't be surprised, it's not unlike knowing all the specials for characters in Street fighter or MVC3 which I do. Looks like a lot of learning is in order lol.
 
66B BE is one of the easiest moves to JG in the game. Plenty of people have pyrrha experience since she is such a commonly used character, and really easy to understand.
 
I don't know if anyone has already mentioned, but I found a juggle combo (I know they don't do much more damage, but every little helps ;)) and be careful because they may be AC'd.

66B ~ (Short Delay) AA ~ 236B (Damage: Front = 62 Left=65 Right= 63 and Back= 66)
 
Pyrrha wall combos

As for W! 6B+K u will have the wait till they slide off the wall so when it hit they bounce back to the wall so that 66B+KAB can hit. Expect for when 4B W! or 44A W! u don't need to wait.

# | Meter used
0 | 3B, W!, 6B+K, W!, 66B+KAB, G, 236B (92)
1 | 3B, W!, 66BBE, W! 66B+KAB, G, 236B (109)
2 | 3B, W!, 6B+K, W!, 66B+KAB, G, CE (112)
3 | 3B, W!, 66BBE, W! 66B+KAB, G, CE (128)

0 | 66K, W!, 6B+K, W!, 66B+KAB, G, 236B (83)
1 | 66K, W!, 66BBE, W! 66B+KAB, G, 236 (99)
2 | 66K, W!, 6B+K, W!, 66B+KAB, G, CE (102)
3 | 66K, W!, 66BBE, W! 66B+KAB, G, CE (119)

1 | 66B BE, W!, 6B+K, W!, 66B+KAB, G, 236B (107)
3 | 66B BE, W!, 6B+K, W!, 66B+KAB, G, CE (127)

0 | 4B, W! 6B+K,W!, 66B+KAB, G,236B (85)
1 | 4B, W! 66BE W!, 66B+KAB, G,236B (95)
2 | 4B, W! 6B+K,W!, 66B+KAB, G,CE (105)
3 | 4B, W! 66BE W!, 66B+KAB, G,CE (114)

0 | 4B, 44A, W!, 6B+K,W!, 66B+KAB, G,236B (120)
1 | 4B, 66BBE, W!,6B+K, W!, 66B+KAB, G,236B (131)
2 | 4B, 44A, W!, 6B+K,W!, 66B+KAB, G, CE (139)
3 | 4B, 66BBE, W!,6B+K, W!, 66B+KAB, G, CE (150)
 
For some 4B alternatives (also general 66B+KAK alternatives) to the 4B 66B+KAB 236B:
4B 66B+KAB 66B (87 damage, clean hit on the 66B gives 91) (nets slightly more meter than 236B)
4B 66B+KAB 66A (88 damage)
4B 66B+KAB 66A+B (88 damage)

If you almost have enough meter for a brave edge when you land 4B, you can do: 4B 66B+KAB 66B BE for 96 damage. Its worse than 4B 66B BE 22BAB (102), but, if you don't have the meter immediately, this has more hits to give you some.

4B 66B+KAB 236B I find the damage on it to be somewhat unreliable. Depending on the timing of the hit, its 90 or 84 (not caused by clean hit randomness either)
 
still 66B+KAB :x
and as for u getting less damage on 4B 66B+KAK 236B because your doing 236B from FC and not while standing, your holding 2 while your turning around that all it is, i always get the 90 damage.

Curses, I can never remember the input when writing that move down, I know what it is, honest!

That might be it, though 66B+KAB shouldn't be putting me in crouching to begin with. This would be the first I've heard of 236B doing less damage from crouching.
 
no when your turning around 66B+KAB G[right here]236 B maybe you were holding 2 right there.

crouching & standing 236 aren't the same.
crouching 236 Super tech crouch and 236B is 13 frames, 236A 17 frames.
standing 236 tech crouch and 236B is 14 frames, 236A 18 frames.

Yes, the crouching version are a frame faster I know that. But, if you go into training mode, 236B and FC 236B do the exact same damage.
 
Guys, it has nothing to do with what position you start 236B from. You know how when they fall from 33B or 66B+KAB, they hit the ground, slightly bounce off the ground, then after they land again they can tech? The initial ground bounce gives a little extra damage. So it's always in your best interest to slightly delay your 236B and time it so it hits right after that bounce. That's how you're getting the 90 damage from the 4B 66B+KAB 236B combo.
 
In the slim chance in hell you'll ever get a 4B+K wallsplat: 4B+K W! 6B+K W! 2BB:4 is 122 meterless damage (133 on counter hit!) (though the 6B+K in there is spacing dependent, you have you be standing further from the wall, without it, 4B+K W! 2BB:4 is 118 damage).

Midscreen without meter:
4B+K, 236B does 79
4B+K, 2B+KBBBB does 78

For your air control shenanigan (as if 4B+K weren't shenanigans enough):
4B+K, 2BB does 84, though they can air control out of the 3rd hit.
 
On a 236B trade (Record Pyrrha doing 2K, 2A, let yourself get hit by the 2K and 236B stab immediately), the following all combos:
236B 236B - 72 damage (seems to leave you really wide open as the 2nd one doesn't knock down, you need the 4)
236B 236B:4 - 93 damage
236B 2BB:4 - 92 damage
236B 3B 236B - 84 damage (alleviates the need for the :4 input if you have troubles with it)
236B B+KB:4 - 98 damage

With meter:
236B 66B BE 22BAK - 115 damage (if you delay the 66B at all, you don't get a launch and only do a measly 72 damage)
236B 3B CE - 104 damage (not worth the meter, 66B BE is better)

If you have a wall handy:
236B 6B+K W! 2BB:4 - 106 damage
236B 6B+K W! 66B+KAB G 236B - 108 damage
236B 6B+K W! 66B+KAB G CE - 131 damage
236B 6B+K W! 66B BE 22BAK - 122 damage

And this just looks funny:
236B B+KB The final stab is at a complete right angle to your victim, but, it still does damage, whiffing horribly, probably horrifically unsafe.

No promises that any of this works on any other 236B trade situation. The 2K 2A - 236B trade does come up sometimes in a real match, sometimes I think I've blocked the 2K and go for my 236B punish immediately, and if my opponent then tries to 2A in response to landing a 2K this will trade.
 
This may have been posted before, but here's a hard hitting corner combo.

CH 4[A]A BE, W!, 6B+K, W! 66B+K A B, G, CE - 152 Damage

Works best on a guard break from 6K or 4B.

The combo can sometimes connect if the wall is to Pyrrha's right side, but she typically won't get more than 1 wall hit unless there is a corner nearby.
 
Something that's quite interesting, you can do a throw from a wall providing you splat them with 66B BE or 6A+B (counter) at a distance.

So

3B, W!, 66B BE, W! 66A+G (98 damage) is a basic combo.

Also no one has mention 11/77AA counter wallsplat. I think that's the most damaging meterless starter (that isn't unblockable).
 
Back