Pyrrha Ω - A+B Auto Guard Impact Guide

SCPartisan

Holy Moly
0229O.png
:A::+::B:
A+B is an Auto Guard Impact (aGI) that counters non-thrusting (Pyrrha 236B and Aeon 6K for example) mid horizontals, kicks and verticals. Compared to regular Pyrrha's A+B, Pyrrha Ω 's has a much shorter GI window (frames 4-13 for Pyrrha and frames 4-9 for Ω).​
When the GI is activated, there are 3 possible follow-ups that can happen.​
:A: = 12 damage combo starter.​
:K: = 18 damage launcher.​
:B: = 20 damage string starter. Confirm A and K follow-ups on successful GI.​
*At tip range, the follow-ups may not activate.*​
Any of the listed strings/moves below can be countered by A+B. I have included my personal findings (when noteworthy) in the brackets. Inside you will find notes on things like risk/reward, timing and anything else worth mentioning.​

Patroklos:
236AB (Step or backdash 2nd hit. Watch out for 236A/AB mixups.)
66A BE
1B BE (3rd Hit. Ducking 2nd hit is also an option.)

Z.W.E.I.:
(B)
66[A+B] (React to EIN.)
3A BE (Watch out for 3AA. Yellow BE flash should be an indicator.)
66A BE (Slight delay on A+B.)

Leixia:
3AA
4BB (Slight delay on A+B.)
4BbK (Mixed up with 4BB. React to the follow up for aG.I)
[A+B] (React to 2nd hit.)
4A+B
4A+BB (Mixed up with 4A+B. React to follow up for aGI.)
2B+K (If close enough that GB will hit, react with aGI.)
3B+KK (2nd K has a cancel, but aGI is still an option if you don't mind the risk.)
66AA
44aB (Watch out for 44[A]. It SHOULD be reactable but be cautious.)
66BB
66BbB (Mixup with 66BB. Hard to react to, would advise stepping over aGI.)
33_88BB
22kAA (Risky since opponent can opt to not follow up. However, 3rd hit is reactable for the K aGI.)
AA BE (3rd hit. Very hard to react to imo. 5th hit can also be aGIed but mixes up with the feint into GB.)
AA BE K (5th hit. Read above.)

Natsu:
6AB (Mixes up with 6AK which is a high kick. Not sure if reactable.)
WR AAA (3rd hit. 3rd A can be cancelled and aGI gives a 9 dmg air hit, so this isn't worth the risk.)
3KKK (3rd hit.)

Ezio Auditore:
6ABB (3rd hit. Just duck 2nd hit/block 3rd and punish imo.)
66_33_99BB (2nd hit is unsafe on block so I recommend punishing over aGI. Mix up with 66B is a problem too.)
BB BE (Slight delay on 3rd hit aGI)
66_33_99BB BE (Much like 66B on it's own, but safe on block. Easier to react to due to BE "flash".)

Raphael:
BBB (3rd hit. Just block and punish it whenever you think its coming.)
6BB BE (6th hit.)
Prep BB BE (6th hit.)

Pyrrha:
3KK (Just punish this.
66B+KAB (3rd hit. Duck 2nd hit instead.)

Siegfried:
BB (Nobody uses this.)
44BB (^)
66K BE
SCH K BE
SCH A (2nd hit. Beware of cancel.)
SSH BB/B (2nd hit. All hits are punishable on block if you wish to opt for that instead.)
SBH B (A+B on reaction.)

Hilde:
6AK
6AKB (3rd hit. Mixes up with low option after the K.)
3BB (Mixes up with 3BA. Should be reactable.)
3B BE
C3A
C2B
C3B

Xiba:
AAK (3rd hit. Just duck 2nd hit or punish 3rd on block.)
BB (Watch out for B Cancel. Recommend stepping instead.)
FC A+B (2nd hit.)
66KB (2nd hit. Watch out for charged version.)
66K (aGI on reaction.)
22_88AB (Watch out for 22A cancel.)
66BBB (2nd or 3rd hit.)
33_99KB
REM AK

Ivy:
(B)
66(A)
22_88(B)BBBBB (2nd hit)
22_88B BE (No follow up. DNS B, 66B or CE to get dmg.)

Cervantes:
WR AB (Better do just punish on block since opponent can just do the A.)
BBB (3rd hit.Better to just punish on block.)

Aeon:
WR AB (Better to punish instead of aGI.)
BBB (2nd or 3rd hit. JG is a better option since he can mixup the string.)
22_88AB (Delay possible. Better to block and punish.)
6B BE (6th hit. Slight delay on aGI timing. Stepping and JGing are more damaging than A+B.)

Tira:
GS 3AA (Better to duck 3rd hit and punish instead of aGIing.)
GS 4BBB JF (2nd hit. Better to JG or step.)
4B+K B (Just 236B after first hit and beat out the 2nd.)
JS BT B+K (Punish instead.)
JS 66_33_99AA (Punish instead.)
GS 44(B) (A+B possible on reaction.)

Nightmare:
AAB (If for some reason this is used, duck the 2nd A or block punish the B with DNS B or NS B.)
AAB4 (Similar to AAB, duck 2nd high or step the charged B on reaction.)
3AA (aGI will activate but the follow up will be out of range. 236B or CE will be guaranteed if the "A counter" is activated. At tip range you can get a tip DNS B or CE. Be careful of 3A on it's own as well as 3A2A. Oh and just punish this with DNS B.)
BB (Reactable imo. JGing or stepping are the safer options.)
22_88AA (Punish with DNS B. Watch out for GS shenanigans. You can train yourself to deal with 22AA6 GS B with JG, CE or step.)
33_99B BE (Step, JG or block punish with DNS B/NS B.)

Mitsurugi:
1aB (Stepping or JGing works too.)
FC 1BB (Stepping is a much better option.)
kB (DNS Punish instead.)
2KB (If you block the 2K just block the B and take the free DNS B.)
4KB (JG or step is optimal since he can do 4K on it's own.)
66_33_99BB (Step or punish on block are the best options.)
11_77BAB (3rd hit. Duck 2nd hit and punish instead.)
3B BE (Step, backdash, JG or B+K instead.)
MST B BE (Step clockwise only and JG work too.)

Maxi:
-STANCE- = Can come from various stance entries. Will try to list them where I can.

22_88KK (GI is best option since he can 22KA to beat aGI, JG, and step. Stepping into 4K will beat this string however.
11_44_77K (Possible to aGI on reaction. Requires a lot of conditioning to see it.)

BL entries:
4A
WR B+K
11_77A
33_99B

-STANCE- BL BB (JG, Step and GI also possible.)

RO entries:
6A
FC 3A/AA/AAA
6B
6B4
1B
44B

-STANCE- RO AK (2nd hit. In most cases you have to duck the A to aGI the K. JG, duck/punish and GI are preferred.)
-STANCE- RO A(K) (2nd hit. aGI the K on reaction when fully charged. Look out for slight charge.)
-STANCE- RO KK (GI is best option since he can 22KA to beat aGI, JG, and step. Stepping into 4K will beat this string however.

RC entries:
AA
a+bG
22_88B/(B)
LO B
RO B

-STANCE- RC A/AB (Watch out for delay and punish the B if you opt to block instead. Beware of other stance options.)
-STANCE- RC B (Beware of other stance options.)
-STANCE- RC KK (2nd hit. RCC needed. JGing, stepping and GI are better options.)

Yoshimitsu:
4KB
6B+KBBB (4th hit. Duck and punish during 2nd hit.)
9B+KK (Watch out for stance cancel.)
33BB+KA+BK (4th hit. Duck/step 3rd hit or GI anywhere in string.
3AB BE (3rd hit. Watch out for delays, step 3rd hit. 236B punish on block.)

Dampierre:
3A series (2nd or any following hit.)

Voldo:
BS 4AB
3BB
2BB (Slight delay on aGI timing.)
WR BB (JG is a better option imo.)
(B+K) (Stepping/backdashing is also an option.)
6B BE
MCHT A(Mantis Crawl Head Towards)
CR AA (Punish instead since it's delayable.)
CR BB (JG is a better option imo.)

Astaroth:
1AB (Step punish is better.)
BB (Better to step than aGI.)
1BB
3K(A) (Follow up whiffs up close, but 236B and CE are still guaranteed.)
3(K)(A) (Same as above.)
66AB (Better to step.)

α Patroklos:
6AA (2nd hit punishable by DNS B on block.)
BT B+K:B

Algol:
6AAB (Also DNS B punishable on block.)
3AA (Also 236B punishable on block.)
3BB (Also 236B punishable on block.)
4BA (Also DNS B punishable on block.)
WR K(K) (JG is optimal.)
33_99AB (Stepping works too.)
33_99ABK (Same as above.)

Pyrrha Ω:
11_77AA (DNS B punishable on block.)
66_33_99B+KAB (3rd hit. Duck and punish 2nd hit instead.)
6B BE
 

InsaneKhent

[12] Conqueror
This shit is golden against Astaroth's 44[A]! It even works on his 4B guard break, but I don't know what to follow up with (she does a roundhouse kick). Any pointers?
 

Suirad

[10] Knight
NS B is standard. 66B isn't a combo but requires opponent to tech right(ccw) and option selects fairly well with A+B counter for horizontals.
 

Slade

[14] Master
A+B (GI A) → 4B → CE (110)
A+B (GI A) → 4AB → DNS B (76)
A+B (GI A) → 66B+KAB → G → DNS B (81)
A+B (GI A) → DNS B:4 (86)
A+B (GI K) → CE → DNS B (82)
A+B (GI K) → DNS B (49)
A+B (GI K) → 66B (41)
A+B (GI B) → AK (59)

comboez