Pyrrha Ω Gameplay Discussion / Q&A

Let's talk about both versions' strenght and weaknesses :

Pyrrha :sc5pyr1: : Her moveset mean she's at ease the best when she's played at close range:
+ Strong crushers : 22K, 22BAK, 236A, 22A at close range
+ High Attack rate : AA i11, 1K i17 only -1 hit and KND on CH, 3B i17, a great range and pushback 6B+K, 44A, 3A deceptive range though unsafe., 66A, 66B
+ Frametrap : 66B, 33A+B, 44A, Jump K, 22A, 22K, Wr K
+ Very good mix-up and okizeme : 1K, 4K, 66B, 2K, 3B, 22B+K, 33A+B, throws
+ She can punish with 236B:4 for 32-62 at least at -14, and it's so easier for our mind when we just have to think about doing 236B instead of a DNS B, it takes less energy. XD
+ CE at i13 !
+ Safe, so it's nice to brainwash our opponent with her moveset.

- Little range, she lack tools to prevent someone from backdashing, thus against spacing characters
- She doesn't deal great damages
- Her techtrap is reduced by the Just Guard of the Tech Trap.

Pyrrha is at ease at close range most of the time, but she can played sometimes for spacing, though I do not recommend this. She has the speed, the mix-up, and she's safe.

Pyrrha is like a little mouse, who can run whenever she wants at close range. And she doesn't require so much execution. Play her when you feel confident with your mindgame and your patience to get close at your opponent. ;)
Pay attention against those who tend to backdash a lot. It can be lethal for her.

----------------------------------------------------------------------------------------------------------------------------------

Pyrrha Omega :sc5se::sc5pyr1: : Think of her as an enraged Sophitia
+ She has the damages : DNS B:4 i15, -14 but with a pushback (82, 92 with clean hit C), DNS A NS:B (only JF for the 4) or CE
+ A great whiff punishment game : her DNS:B has an awesome range, at tip range, you can have a Tech Trap, CE, NS B:4 is also a great punishment, the JF version has a better range for i14.
+ She has some good Guard Burst moves : 4B, 66B, 44A, 1B, DNS A, DNS K, 66B+K, 8B+K, 22, Wr , 6K
+ Just Guard can make her a lot fearsome, as she can unleash a CE/NS B/DNS B
+ Since she's not BE dependant, GI can be an excellent alternative as her backup, furthermore, she can have a excellent Gi Mix-up : DNS B:4, delayed DNS B:4, 4B CE, 4[A]A CE or 4[A]A 6BB CE (characters dependant)
+ Good basics : AA i12, BB great range, Throws, 2K lol , 3K

- More unsafe than Pyrrha, but it's only fair !
- Doesn't have a strong mix-up like Pyrrha, not a bad thing, she can punish like hell and she can use her GB moves.
- Her lows are quite limited.
- She does require more skill execution !
- She has some glitches, after all, she is malfested and possessed.

Pyrrha Omega has great basics, poor mix-up, excellent whiff punishment game, a little unsafe.
I strongly believe that she is meant to be played at middle range. That means she can played at close range to poke with her basic games and GB moves and a middle range so that she can take advantage of her punishment game.

I talk a bit more for Pyrrha Omega as she's my main character. But the key to play her is Whiff punish, punishment post-block, pokes, throws, Just Guard, GI, and use her GB moves. Your opponent will be more afraid against a hybrid Pyrrha Omega who can abuse her GB game and her Punishment game. If she can win the Post GI mix-up and if she can JG a lot....lol.
That is in theory, but if we can use these tools at her advantage at the decisive moments.... XD

Be able to change between defensive and offensive game with her !

-------------------------------------------------------------------------------------------------------

So basically, Pyrrha : low risk/low-middle reward :p and Pyrrha Omega : high risk/high reward

It's only my opinion though. Players are indeed very welcomed to discuss ! :)
 
how do you even link DNS B inside a combo? the input window is so incredibly short. I have a much easier time linking 3B into CE than DNS B. not to mention the knock down follow ups for 22B, NS K and CE on airborne opponent is even harder to land.

btw, I am using a stick, but why do I have less trouble doing 236x2 than 23653? does 2363 work too? it takes forever for the DNS animation to come out then into DNS B, what am I doing wrong?
 
how do you even link DNS B inside a combo? the input window is so incredibly short. I have a much easier time linking 3B into CE than DNS B. not to mention the knock down follow ups for 22B, NS K and CE on airborne opponent is even harder to land.

btw, I am using a stick, but why do I have less trouble doing 236x2 than 23653? does 2363 work too? it takes forever for the DNS animation to come out then into DNS B, what am I doing wrong?

I think it is just a matter of practice.
2363 does work and it's really efficient for perfoming DNS B after un combo. (usually after a launcher or a KND move)

Do not worry and just practice in training.
3B/33K/44B CE DNS B
Ns K/22B DNS B
66B+KAB G CE DNS B
 
how do you even link DNS B inside a combo? the input window is so incredibly short. I have a much easier time linking 3B into CE than DNS B. not to mention the knock down follow ups for 22B, NS K and CE on airborne opponent is even harder to land.

btw, I am using a stick, but why do I have less trouble doing 236x2 than 23653? does 2363 work too? it takes forever for the DNS animation to come out then into DNS B, what am I doing wrong?

2363 B does NOT work. Only 236236 B or 23653 B (and [G] 236 (release G) 236).

You don't have to wait for her to go completely into the DNS animation. Hit the button sooner than you think it should be pressed. The attack will still come out.

As Mayu said, it takes some practice. I struggled with it too, when I first started Poe. You'll figure out the rhythm eventually.

Start with 3B, DNS B. then work you way up to stuff like CH 4A B, DNS B.

Try to keep your hand relaxed when you do it. Tense hands tend to jam the stick around and be very imprecise with movements.
 
"Work your way up to CH 4A B DNS B" huh.

Pretty sure that if you do DNS B too quickly after 4AB, CH 6K, and 4B you will actually miss on some hit boxes. Personally I consider the timing on 66K/3B/44B into DNS B to be much tighter and much more useless. You can delay DNS B by quite a bit on those other ones.

For 22B, I time my DNS B around her sword hand going back to her side or around the apex of my opponent's feet getting blown back into the air. Be sure to hit B at the end of your motion and not sooner otherwise you might get a 236B.
 
the problem for me is having to go back to 5 and then press a direction again. it just seems so slow to do on a stick unless the stick moving space and dead zone are small
 
the problem for me is having to go back to 5 and then press a direction again. it just seems so slow to do on a stick unless the stick moving space and dead zone are small

My advice is that you stick to regular 236236 motions then. Be gentle yet quick with your hands. Use the extra motions to time your B press with the very last directional input.
 
So I started playing stick "recently" or well I recently started playing stick with this game. It was too much to invest in converters and learn to play on other pads just to DNS B on PS3. You only have to learn stick once, so I figured I'd get it over with.

Do what I did. Jump into training mode and just 236236B while you watch TV or something every day for a week. Practice doing it into different moves, practice getting the just frame attack throw, practice punishing -15/-16 moves.
 
So I started playing stick "recently" or well I recently started playing stick with this game. It was too much to invest in converters and learn to play on other pads just to DNS B on PS3. You only have to learn stick once, so I figured I'd get it over with.

Do what I did. Jump into training mode and just 236236B while you watch TV or something every day for a week. Practice doing it into different moves, practice getting the just frame attack throw, practice punishing -15/-16 moves.

What an awesome spartiate training ! ^^
You have gotten me amazed !
 
22B > DNS B and CE > DNS B are her hardest links on my opinion, as well as the most rewarding. There are better options okizeme-wise after 4B and 66B, so focus on her other combos. DNS is just a matter of practice and finding what works for you. Just don't get caught up on DNS B, as she has plenty of cheap shit to use that won't get you CE fucked by half of the cast of it gets blocked.
 
Found something kind of interesting while messing around in training/checking frame data.

1K on hit (-2) followed by a B+K will evade specific generic FC A interrupt attempts while also TJing throws, most quick lows and some fast verticals. Here are the chars it works against:

- Viola (FC A = i12)
- ZWEI (FC A = i12)
- Leixia (FC A = i12)
- Ezio (FC A = i12)
- Raphael (FC A = i12)
- Cervantes (FC A = i13)
- Mitsurugi (FC A = i12)
- Yoshimitsu (FC A = i12)
- Dampierre (FC A = i12)
- Algol (FC A = i12) *at medium distance and close range hit the B+K will evade his FC A. At a middle to long range, it will hit her out of B+K*

Now this isn't supposed to be an end all be all answer, but it definitely helps the post 1K hit situation since B+K (while limited compared to previous games) has multiple evasive properties that start up rather quickly.

Hurray for making 1K more annoying for our opponents!
 
This also applies to blocked WR K (-2). Good stuff.


Does B+K land CH for you very often, or is it typically a "B+K (Neutral Hit), 50/50 mixup" situation?
 
WR K would be a bit different since the opponent isn't in FC after blocking and aren't as "locked down" because of it. B+K evade still works there, but you have the luxury of many more options due to WR Ks pushback on block.

I haven't actually been using B+K much so I couldn't accurately say how often the CH comes up, but I'll take note of it now that I'll be actively thinking about it's use in matches.
 
B+K goodness

Nice find, I'll have to try and remember this for those MUs.

Another good use for B+K is after a 2K as it will evade all generic 2As (afaik), throws and linear attacks. I think I mentioned this somewhere, but apparently not in this thread. The only issue is that you have to RCC for the B+K to come out quickly enough to evade generic 2As, but if you're comfortable with it, it's a good way of getting your opponent afraid to retaliate after a 2K without going full YOLO and using 2K into CE (which I'm always too afraid to do).
 
Yeah you can do the same with 2K RCC A+B if your opponent consistently does 2A or something aGIable after being hit. Nice way to make people freeze up for a bit after your 2Ks :P
 
Yeah, it's great for ROs, wallcombos and making your opponent cry tears of sadness, pain and sheer disbelief of the fact that this character can punish a 2A for about 110dmg.
 
I'm glad we can find some use of B+K.

Sometimes, I always try to launch a B+K with the hope of getting a counterhit.
( CH B+K B:4 : 84 damages, +90 with clean hit ...that's just insane..... XD )
 
just started using omega about 2 days ago and i'm inadvertently linear lol. having lots of fun with her especially after landing a sweet ring out/wall splat with NS B:4. one of he toughest things i have trouble with is landing the 4 consistently on her stabs. i've only started training with frame delay on, but i figure it's just one of those things you get used to though.
 
just started using omega about 2 days ago and i'm inadvertently linear lol. having lots of fun with her especially after landing a sweet ring out/wall splat with NS B:4. one of he toughest things i have trouble with is landing the 4 consistently on her stabs. i've only started training with frame delay on, but i figure it's just one of those things you get used to though.


Wanna train on XBL with me? She's super fun to play. I picked her up a few weeks ago, myself.

When training for NS B:4, I'd recommend practicing with frame delay off, actually. The delay online tends to vary so much that you're better off training yourself for muscle memory using the offline timing, then going by "feel" when you're online. Use visual cues to nail down exactly when to press back, then slowly move that timing backwards until you start landing the JF somewhat consistently.

After that, pick a wall stage and use the position settings in training to alternate what side you're practicing on. I typically place my opponent near the wall, then practice doing NS B4, W!, NS B4, W!, DNS B4 as a wall combo. After ~10 successful sets, switch sides and do it again. Practicing like this will help you get the timing for the AT, and the timing for her biggest wall combos.


Hope this helps! Add me or send me a message if you'd like to play!
 
Back
Top Bottom