Pyrrha Ω - DNS / FC NS Duck List

Suirad

[10] Knight
I thought I'd start a list of mids that can be ducked with DNS. I haven't done everyone's yet, but so far it seems like it has the greatest applications against raph and pyrrha. Be sure to read my notes at the end, there are a lot of qualifications.

3A
4A
9A
6BBB&
4B $
9B
4K
8A+B $
66A
44A
66B
66A+B #
44B+K ~
JS A

3A
WR A
B{B} either hit or both
9B
WR B
3K
WR K $
A+B $
4A+B $
66B+K

AAB $#
AA BE(3rd and 4th hit) $ close only
3AA
1A
4A
WR A
4B(both hits) close only
3K
WR K
3A+B(both hits)
11AA
44A
66B
66BB &
22B close only
44K #
CE $ close only

AAB(first hit) & 2nd hit will interrupt all options, can FC NS 2_8 into NS~S to avoid 2nd hit.
a6_a:6
3A
WR A $ Note that even if it hits you, 2nd hit will whiff
WR AAA
8A #
JMP B #
k2 #
3K
3KK &
3KKK &
9KA &
A+B #
66AB &
22A
44A $
66B
44B
66K(first hit) 2nd hit will still hit you
33K
22KA #
BT PO K #

3A
2A
WR A
BB BE
3B
2B
1B Must duck or use TC move to cancel stance or 3rd hit will land
4B close only
3K
1K
A+B
66A
22A
11A #
22B

3A
2A close only
JMP A
B close only, 2nd hit will land if you dont interrupt
BB &
236B
3B
1B
6K
3K
8A+B(3rd hit) &
33A
44A 2nd hit will land if you don't interrupt
66B
22B close only
44B $
44K #
44A+B close only
Prep K
Prep BBB $
SE A
SE B close only

WR A
JMP B(both hits)
3K
JMP K
Orb A+BA &
SET A+B
SET A+BA
ORB 4A+B
SET 4A+B(either hit) sometimes will move past the 2nd hit if it evaded the first.
ORB 22A
SET 22A
22B
66K(first hit) 2nd hit will land unless you do the 2_8 stance transition
22K

WR A
6A
3A
2A close only
1AA Note that this lets you option select punish 1A
4AAA Note that this lets you option select punish 4AA
WR A
2BB
JMP B(close only) #
JMP K
B+KB
6B+K
WR B+K
66A
11AA Note that this lets you option select the charge/no charge situation,
11A[A]
44A
44B
66K
44KAB
66B+K
44B+K
AS A
AS AA BE
AS B

AAB(close only)
3aA
2A(close only)
1AA
BBA(close only)
4B
B4
6K
3K
3KKB
JMP K
WR K(2nd hit) &
A+B (1st/3rd Hit) 2nd hit will land if you dont interrupt
2A+B(close only)
22A
22B 2nd hit will land if you dont interrupt
22KK
22KA2AA(close only)
22Ka2AA
22kA2AA
SRSH B
SSH AA(close only)
SSH B(close only)
SCH A
SCH K BE(close only) &

3A
3[A]
C1A
C2A
B 2nd hit will land if you dont interrupt
BB &
4B
C1B(close only)
C4B
3K
A+B(1st hit) 2nd hit will land if you dont interrupt
6A+B(1st hit) 2nd hit will land if you dont interrupt
2A+B
22A
44A $
22K
44K(close only) #
CE $

AAK
3A
JMP A
WR A
3B(close only)
4B
3K
3kB
1K
A+B(first hit) 2nd hit will land if you dont interrupt
A+BB(close only)
6B+K(first hit) 2nd hit will land if you dont interrupt
4B+K
66A
22AB&
66B If close when ducking first hit, will cause entire string to whiff off-axis
66BB
22B(close only)
44B
33K(close only) #
44K BE &
REM AK
CE(close only) #

3A
3[A]
JMP A
WR A
B 2nd hit will land if you dont interrupt
BB &
6B
6(B)
1B
1B BE $
JMP B(close on;y)
WR B
6K
3K
3[K]
JMP K
WR K
A+B 2nd hit will land if you dont interrupt
8A+BB(close only)
WR A+B(close only)
6B+K(far only)
44A
44[A]
66B(but not if followed by brave edge)

4aB
4aBB &
WR A(close only) $
BB & Next hit will land if you dont interrupt
bK
6B
6BB
1BB(1st hit) 2nd hit always lands though
4B
4B BE(close only)
JMP B(close only) #
JMP K
6A+B $
3A+B(1st hit) 2nd hit will land if you dont interrupt
22A Be
44A
66B
22B
22(B)
44B
66K
22K
44A+B

6B
1B
1B BE
6K
6[K]
3K
WR K
8B+K
66A
22A Next hit will land if you dont interrupt
33B
22K
66A+B

JS 3A $
GS 3AA
GS 3A BE(1st hit) 2nd hit will land if you dont interrupt
JS 2AB $
JMP A
WR A
JS 6B
JS 3B
GS 3B
GS 2B(close only)
JS 4B
GS 4B:B
JS 3K
GS 3K
236K BE(close only) #
6A+B(close only)
4B+K(close only) #
JS 66A $
JS 66AA &
JS 22A
GS 22A
JS 44AA(close only)
GS 44A
JS 66B BE
JS 22B(close only)
JS 22K
GS 22K
GS 44K
UD A

3A
3AA &
3A2A
2B(close only)
4K
JMP K
22A
22AA $ Possible on block only if first hit blocked close, very hard
44A
33B
44B
66B+K(first hit) 2nd hit will catch you unless you 2_8
NSS A(far only)
NSS A+B

3A
2A
1aB
FC A
WR A
bA
6B
1B (?)
4B
FC 1B
WR B
3K $
4K
WR K $
JMP K
B+K
44A
66B
MST B+K
SS A
SS K

3A
2A
FC A
WR A
B close only
BB & Next hit will land if you dont interrupt
3B
1B
4B
FC B (close only)
JMP B (close only)
3K
JMP K
WR K(close only) #
6B+K $
4B+K(close only)
22A
44A
33B
11B $
33K
22KK
44K#
66B+K(close only) $#
RC A
RC AB &
RC A BE &
RC B
RO KK
LI B
LO AK
LO A[K]
LO B(close only)

3A $
3AB & Cam duck on block if opponent delays
2A
2a:B
FC A
WR A
JMP A
bA
6B
6bBE
WR B
6KK
3K
4K
WR K(close only) #
JMP K
6B+K rest of string will whiff off axis
66A BE
44A
66K
22K
44K
Flea B
Flea K

! Also works if the previous attack hit
* Because of string timing only FC AS will/should work here
& Move can be ducked on whiff of previous hit, but not on block
$ Timing and/or Spacing are very strict
# DNS / FC NS don't duck so much as create off-axis or jump-over whiff
~ Move is slow or telegraphed so (might be) reactable
 
Last edited:
I have been meaning to get back to this and I finally have. Another approximately 1/3 of the cast have been added. If I am feeling really motivated, maybe I will finish the rest in the coming week.
 
Rugi.

6B
1B not 11B tho
4B
WR B
22A
3A
44A
3K
4K/44K active frames make it hard but its possible
B+K
MST B+K
 
Thanks, rugi was next on my list too. I could not replicate 1B or 22A. How did you get those to work?
 
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