Pyrrha Ω Gameplay Discussion / Q&A

So I was in training mode toying with the idea of using a delayed DNS A (ie you float in DNS for a couple of frames before hitting A) to beat Nightmare's NSS options. If you time it right, it'll TC NSS K and NSS bA, and it will interrupt NSS A just after his TC frames are over. But something interesting happens when you interrupt NSS A with DNS A - for some reason DNS A > DNS B becomes a combo (with the AT and all). Here's a video to show you what I mean (apologies for the potato-cam):


Stab or CE might be a slightly more reliable option here, if less damaging, but I was mainly posting this to ask if anyone knows any other situations in which the DNS A stun lasts an extra frame, because ~111 meterless damage sounds pretty attractive to me. I believe this also happens when you JG Pat's 236AB and DNS A > DNS B punish. It could have something to do with the angle at which it hits, or it somehow hitting at tip range, but I haven't been able to re-create this combo from neutral.
 

Here with Patroklos' JS AB Just guarded.
I did not have the time to test for others characters. But I have the confirmation from Partisan SC that it does connect under specific situations. Now the question is when ?
 
While we're on the topic of DNS glitches... I don't know about you guys, but I get this "holding inputs" glitch all the freakin' time, so I've started saving replays of it. So I occasionally get this glitch when I mess up my DNS A/B input due to pressing A/B too early - it basically results in a NS A/B followed by an attack from 8 way run.


It seems like if A or B is pressed during the second NS, the game appears to "hold" the input, e.g. 2362B(364) will occasionally come out as 236B4, 22B. Maybe the fact that I always dash forwards after a stab makes a difference too.

(btw it happens to Pyrrha too but it's kinda hard to do a 'sloppy' input on her AS B, unless you're like me and edit her colours and weapon to make her look more like Omega and consequently feel it'd be good practice to "DAS B punish" stuff lol)


Edit:
To avoid this glitch, just don't move after a sloppy input on NS A/B because going into 8 way run in any direction afterwards will result in the random attack afterwards. ie if you fail a DNS B and get NS B instead, your safest option is to stand still or hold down G for a brief moment after the attack throw animation ends.
 
While we're on the topic of DNS glitches... I don't know about you guys, but I get this "holding inputs" glitch all the freakin' time, so I've started saving replays of it. So I occasionally get this glitch when I mess up my DNS A/B input due to pressing A/B too early - it basically results in a NS A/B followed by an attack from 8 way run.


It seems like if A or B is pressed during the second NS, the game appears to "hold" the input, e.g. 2362B(364) will occasionally come out as 236B4, 22B. Maybe the fact that I always dash forwards after a stab makes a difference too.

(btw it happens to Pyrrha too but it's kinda hard to do a 'sloppy' input on her AS B, unless you're like me and edit her colours and weapon to make her look more like Omega and consequently feel it'd be good practice to "DAS B punish" stuff lol)

I thank you from the bottom of my heart, HolyCarp. At least, I won't get bodied by this glitch !
 
It might be character specific too as well !
At least, we have found for Patroklos, Nightmare, Mitsurugi.
One after a Just guard, the 2 others (tested by HolyCarp and Partisan) after a counter hit.

Very interesting. Let's just test with the CH !
 
It seems like most of the situations so far are someone getting hit while rising out of crouching state. I wonder if it's an active frame issue, where getting hit after the first active frame of DNS A prolongs their stun long enough for the DNS B attack throw to be able to activate after.
 
It's likely that it can just be an active frame issue. It's very similar to how Ivy's tip range NH 3B can allow 6B8 to combo because it launches a frame later than usual, allowing 6B8 to hit where they otherwise have already fallen too low for it to reach.
 
That actually makes a lot of sense. If 236236A hits a frame later and it still applies the same length stun then you should be able to get the extra frame to make i15 DNS B connect.
 
Yeah, 2P side is my favourite side for DNS, occasionally if I drop a DNS B on 1P side I just say "fuck this" and 66A+G to get on the other side lol.

Nice stabbing as always, you should put it in the videos section of the SA :P
You may have already noticed, but after you broke his guard at around 10:37, you could have finished the match with a 66B to ring him out over the low wall.



Oh, and just to add to that 'holding inputs' glitch I posted about earlier on this page, I managed to recreate the glitch in training mode to some consistency (ie doing 2362B364 as shown in my video). I found that if you go into 8 way run (any direction) immediately after the attack throw animation finishes, you'll get this random 22B.

So basically, to avoid this glitch you should stand still or hold G after a failed DNS B comes out as NS B4. I've started to give up my oki game every time this happens and I haven't had the glitch happen since.

Good times! :D
 
Hey all, not sure if anybody has tried this but I've been using 66B 44B+K as my go to combo off of 66B recently (save for obvious RO situations and the like). The air hit on 44B+K gives you an "untechable KND" and basically lets you continue pressuring really well for a very minimal damage drop.

It's more or less a 50/50 situation, but everyone I've played so far has stood up into it.

If they stand up:
- 4B or any other force block of your choosing (66B, 6K, 44A, etc...)
- 6B BE if you your opponent is respecting the situation and you want to be sneaky (can be interrupted/GIed/JGed)
- Low attempt with 1K or 2K
- Throw attempt (slightly delayed after 44B+K hits...good against JG attempts)

If they stay grounded:
- 3B catches both roll sides
- 1B catches both sides
- 44K catches both sides
- 3K catches both sides
- 2K catches both sides
- 1K catches both sides :D
- 2B+KBBB both sides
- 66B, 44B, 3A+B and 44B+K roll-able Counter Clockwise only

*All of the above catch forward and back roll

So as you can see, it's a pretty good situation for you that leaves plenty of options available. I've only started using this so I'm not sure it's potential but it seems like a very dangerous situation for the opponent >:)

All of this was tested Omega vs. Omega so if any inconsistencies come up, I will make note of them! :sc5se:
 
Yeah, 2P side is my favourite side for DNS, occasionally if I drop a DNS B on 1P side I just say "fuck this" and 66A+G to get on the other side lol
Yeah, I only mentioned that because he was getting the 1P DNS stuff down really consistently. On a pad I have serious trouble getting my thumb to move that way for just doing DNS from neutral, let alone for a frame sensitive combo.

Also this happened semi-recently and it tickled me.
 
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