Pyrrha Ω Gameplay Discussion / Q&A

i'm practicing like the devil to learn 236b:4 any tips
Just as it connects with the opponent, the first possible moment. Its not that hard to get honestly. Getting it consistently is a little harder.
Go into training and every day do it about a hundred times. Create the muscle memory for it. Thats my best advice.

Speaking of this, can anyone confirm that NS B4 on block is -16 as opposed to -18?? That's what the wiki says, but i'm not sure if its true and I currently don't have the means to test it.
 
I've been getting what seems to be a bit of a glitch. Sometimes 22B randomly comes out, it's happened to me quite a few times now. I'm trying to work out if there's a pattern to it, the last time it happened I pressed 66B and 22B came out. The time before was after a 236B:4 - I started stepping while the opponent was down, I didn't even press B but she used 22B.

Anyone else had this? It's happened to me too many times to just be a coincidence.
 
Yeah this happens to me too for some reason (I tend to get 33B instead of 22B). Seems to only happen to me online, but it's still extremely annoying.

I blame the shoddy input system...the one that also ignores my correct guesses on throw breaks.

ಠ__ಠ
 
Once instead of the 22A I wanted I got 66A and I lost the match because if that. Sometimes it likes to do FC B instead of iWR B.
 
Somehow I just saw all this. NS B was -16 before 1.02, yeah it's -18 now.

As to what senz was asking, if empty NS is similar to empty AS in 4 it should be low 20s in recovery with the cancel, 30s without. 236236 will vary on recovery also depending on how fast the second 236 was registered, and again whether it gets cancelled. Yes they can be used to close distance, but like running at the opponent, it is marginally possible for the opponent to react to it, so keep in mind you might need to use stance attacks sometimes to make the opponent keep holding guard.

Also, since partisan was talking about throw oki, I've noticed a lot of characters can roll backwards after 66A+G to avoid BT poke mix-ups, but a tightly timed turn around into DNS will catch their backroll.
 
Sorry for not looking a little more in depth but is there a list of string interrupts for Omega's A+B aGI? I know I can figure it out myself pretty easily but having a concise list in front of me sure would help make things faster.
 
I don't know where else to post this since there isn't an open thread for PO's combos and tech traps. Basically, after certain stuns, you can tech trap with DNS B into the full "attack throw" for huge damage. As far as I know, they're full tech traps in that they catch every direction, and they work on every character as far as I can tell. The moves and timings for this are:

CH 6K: Do DNS B just as their head touches the ground. 120 damage with the just frame and 110 without.

CH 4AB: The timing is just BEFORE their head touches the ground. 140 damage with the JF, 130 without.

4B: Wait until their head has touched the ground (Noticing a pattern?) before you do DNS B. 110 with the JF, 100 without.

WR B: I don't remember the proper timing for this, I'll check the next time I play. The damage if you can land the tech trap after this is 110 damage with the JF and 100 without, but the timing is extremely strict on left techers, so be careful if you try to integrate it into your game.

Some other stuff: If you're too early, you can still hit them while they're teching and you'll get a bit more damage than you normally would from the standard combo, but you won't get the attack throw. In general, if they left tech, the timing becomes MUCH stricter, and you need to know the timings perfectly if you want to land the attack throw on them. Occasionally you'll get a SC4 tip range TAS B like stun when you hit them with the tech trap, and you won't get the attack throw. The best thing I've found to do after this is just do 44B+K, but there's probably something else you can do.

All in all, I'm surprised these haven't been found before. I guess this is the sort of shit you find out after having to deal with playing the AI and messing around in training mode for 19 days without internet, lol. Being able to get 120 damage from CH 6K is ridiculous.
 
Very interesting!

I'll be incorporating this into my game for sure.

From what I just tested, I was able to do 4B+K feints (should be helpful in encouraging a response from the other player in a match) before the DNS B follow up. Very fun :)
 
I've known about the stun knockdown tech traps for a while, but I've never posted them because they are extremely gimmicky and hard to boot. You have to give up solid guaranteed combo damage (at least 30 in most cases) to put the opponent into a situation that has a clearly right answer, since there isn't any reason why opponent should want to tech(Also since it is usually a bad idea to tech after knockdown stuns the situation isn't even particularly deceptive). If people find some success with it, I'll put it in the tech trap thread, but as it stands I still believe it would be a waste of space(despite part-asian's tentative endorsement).
 
They are definitely gimmicks, but I'm going to try incorporating them into my game to see what use I can make of them. They're probably something you'd want to pull out when you really need a round, since nobody's going to fall for them twice. They would be great if PO had something like SC4 Nightmare's 44BB to make people want to tech.
 
Back
Top Bottom