Pyrrha Ω Combos and Tech Traps

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Suirad

[10] Knight
Natural Combos (NC)
  • AA
  • 1AA
  • 4[A]A
  • 4[A]B
  • BB
Natural Combos on Counter-hit (NCC)
  • 4AB
  • 6BB
  • 6B BE
  • 2BB
  • 2B BE
  • B+KB{4_:4}
  • 2B+KBBB
  • 66B+KAB
CH 4AB_[A]B
  • 44B+K 77_81
  • DNS B 83_85
4[A]
  • 3B 56 (Character/range specific)
    • DNS B 81
  • 6K_44K
    • 44B+K 72_74
    • DNS B 77_79
  • 6BB 59
    • CE 115 (1 gauge)
4[A]A
  • DNS B{4_:4} 91{112_119} (126 clean hit)
  • 3B 78
    • DNS B 102
  • 6B BE 87 (1/2 gauge)
    • DNS B 108
  • 6BB 80
    • CE 133 (1 gauge)
  • CE 124 (1 gauge)
6BB CH of 2nd hit
  • 2A 36
  • CE 101 (1 gauge)
CH 6B BE
  • DNS B 73 (1/2 gauge)
3B
  • DNS B 57
  • CE 57 (1 gauge)
    • DNS B 89
4B
  • 22B+K 56
  • DNS B 59
  • CE 110 (1 gauge)
WR B
  • 44B+K 51
  • 22_88B+K 54 (only a combo when stepping to Ω's left/CW)
  • DNS B 57
CH 6K
  • 44B+K 51
  • DNS B 57
CH 4K
  • 6K_44K 39_42
    • DNS B 65_67
  • NS B{4_:4} 48{68_76}
  • DNS B {4_:4} 60{84_92}
  • CE 99 (1 gauge)
CH 1K
  • 44B+K 51
  • DNS B 57 (Character dependent)
WR K
  • 2K 29 (vs Hilde only)
WR [A+B]
  • 22B+K 58
  • DNS B 61
4B+K
  • NS B{4_:4} 76{96_104}
  • CE 127 (1 gauge)
8B+K_[B+K]
  • 44K 48_58 (may be techable by some characters)
  • 3B 49_59 (may be techable by some characters)
8B+K(quake stun)
  • NS B{4_:4} 30{50_58}
  • DNS B{4_:4} 42{66_78}
  • 6K_44K 22_24
    • DNS B 47_49
  • 6BB 28 (grants shakable stun)
    • CE 82 (1 gauge)
  • CE 80 (1 gauge)
WR B+K
  • DNS B 57
  • CE 57 (1 gauge)
    • DNS B 89
22A_88A
  • 44K 42
44A
  • 2K 50 (Doesn't work on a few characters) (close hit only)
66B
  • B+K 44
    • 3B 63
  • 22B 62
  • DNS B 63
  • CE 63 (1 gauge)
    • DNS B 95
33B
  • BT B+K 44
  • DNS B 62
  • CE 62 (1 gauge)
    • DNS B 94
22B
  • DNS B 69
44B
  • DNS B 55
  • CE 55 (1 gauge)
    • DNS B 87
66_33K
  • DNS B 49_51
  • CE 49_51 (1 gauge)
    • DNS B 81_83
CH 44K
  • 44B+K 59
  • DNS B 60
CH 66B+KAB
  • DNS B 96
  • CE 96 (1 gauge)
    • DNS B 128
44B+K
  • DNS B (Character dependent, close range: proximity to wall or edge needed)
Run K
  • 3B 46
  • 44K 44 (In case of unforeseen hitbox issues with 3B)
NS A_DNS A
  • 66B 38_48
  • 44B+K 39_49 (may be character specific)
  • NS B{4_:4} 47{67_75}_57{77_85} (may require JF NS B for 4_:4 to connect)
  • CE 98_108 (1 gauge)
NS K
  • DNS B 49
 
1A
  • NS B F/B
  • RCC 3B G (Very difficult)
  • FC B G
  • 2A R/L
CH 6K
  • 22B+K F/B/L/G
CH 1K
  • 33B F/B (L or R on some characters)
WR K
  • 3B F/R/G (B when close, but not on Yoshimitsu) (Does not hit G on Viola)
  • 3K F/R/G (B, but not on Nightmare, Yoshimitsu, Mitsurugi)
  • 2K F/B/G (L on LFF) (R on Yoshimitsu, Zwei, Astaroth) (L/R on Hilde)
  • 44K F/B/G (does not hit G on Yoshimitsu)
  • 66A F (L on LFF) (L/R on Astaroth) (B on Tira)
  • DNS B4_:4 F/B
8B+K
  • 3B F/B/R/G (L on LFF and a few other characters)
  • 44K F/B/L/R/G
A+B(GI K)
  • 66B F/B/L/G
22A
  • 66B F/B/G
  • 66A R
  • 3B F/B/L/R (G depending on angle of KND)
44A
  • 2K F/L/R/G (B on most characters)
  • DNS B F/B (R on some characters)
  • 66B G
  • ~66A L (F/B with tight timing)
  • 44B R
  • 44K B/R (F/G on some characters) (Close only)
22B
  • 66B F/B/L/G
44B+K
  • 66B F/L/G (B near ring edge)
DNS B(tip)_CH NS B (Tip)
  • 2K F/B/G (L on LFF) (R on Astaroth, Maxi) (R/L on Hilde, Yoshimitsu, ZWEI)
  • 3B F/G (B on most chracters) (Doesn't hit G on viola)
  • 3K F/G (B on some characters)
  • 66A F/L (B if tip hit was close) (R on Astaroth)
  • DNS B F/B
 
I'll be posting the majority of combo's that have been posted in the discussion threads here and save most of the whittling down for later.
 
Ok I got some tech traps. They are really rather sad considering how good Sophie's TTs were, but that shouldn't come as a surprise with the loss of TAS AA. Designations for right, left, front and back are from Ω's perspective. LFF/RFF are left foot forward and right foot forward, characters who's natural stance (in voldo's case when guarding) leads their left or right foot respectively.
 
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