Pyrrha Ω Gameplay Discussion / Q&A

One thing I've noticed with Pyrrha is that if you get knocked down, generally the best option against her is to press G to get up straight away and stand guard. If she goes for 1K, you'll eat a little damage but nothing serious. On the other hand, if she went for 66B BE, you can JG the second hit (which with practice is easily doable) and punish her heavily.

22BAK really isn't a move Pyrrha should be using much outside of whiff punishment - it's VERY punishable on block. I wouldn't let that phase you too much.

66A is unfortunately AA punishable (so who was the genius that decided to make O.Pyrrha's 66A more unsafe than Pyrrha's?), but have you tried 44A as a mid step-killer? It's slow, of course, but if you're willing to use 4[A] I'm sure you must know of situations where you can negate the disadvantage somewhat. It also contributes to guard pressure.

3A+B is also especially useful here, I find. But yeah, guard pressure is definitely something to be taking advantage of. It's funny how even solid opponents often start doing stupid things when they're flashing red.

One last thing - if you're clever, you can try to mix-up 66K and 33_99K. They look the same, but the former is NS B punishable, while the latter isn't. So you can try and bait them into NS B punishment, and counter with your own punishment once it's blocked. :P
 
One last thing - if you're clever, you can try to mix-up 66K and 33_99K. They look the same, but the former is NS B punishable, while the latter isn't. So you can try and bait them into NS B punishment, and counter with your own punishment once it's blocked. :P

Really? Does the 33_99K variant have better frames? That's interesting, I'll try to keep that in mind. I rarely wakeup with a crouch guard vs. Pyrrha, definitely don't mind taking the damage from 1K versus a 66B BE on wakeup. 44A...I just hate the startup for days on this move lol, 66A just seems like the better option in most cases. I have started working a lot more throws into my game recently, as Omega seems to be an in-your-face kind of character, guess I'll just need to adapt a bit to the vs. Pyrrha MU.
 
yes 33k is -13, and 66k is -15...using that as a mixup seems dumb though, just always use 33k.

and yes, you have to throw as much as possible as omega because her lows aren't good...throw/4b/dns b is good.
 
yes 33k is -13, and 66k is -15...using that as a mixup seems dumb though, just always use 33k.

It is a bit dumb, really, but if they're not thinking straight at the time it might entice them. Needless to say if they're not sure which of the two it was they'll just go for AA, which there's no way of escaping... On the topic of throws, your opponent is more likely to go for A breaks over B, meaning you can easily land a couple of B+Gs here and there. After the initial throw, it's your choice as to whether you: a) leave them lying on the ground a long way ahead of you OR b) go for the follow-up - any decent opponent will break it, leading to chip damage and both players at +0.

Oh, and don't forget to use 22_88K as well - very good at catching steps at close-range, plus it's safe (unlike 66A) and fast (unlike 44A).
 
OR b) go for the follow-up - any decent opponent will break it
You know it's a 50-50 break right?

Also that 66K_33K stuff is the dumbest gimmick I've heard in a while. If they're playing sloppy enough to try to punish safe moves you don't need to give them free damage with 66K. May as well 33K and not hold G and call it a mix-up.
 
Only reason to use 66K is if you need it to come out faster. 33K is not only is safer, but the earlier recovery makes combos easier to perform too.

As to using 44A as a step killer, not only is it slow which is a huge problem by itself, the range is poor, so it is not useful in the majority of situations where you need a solid step-killing move(when you're at mid range and you otherwise have poking advantage).

As to the notion that playing defensively is bad against pyrrha, I don't think that is necessarily true. While Ω generally needs to land something risky for her damage output advantage to show itself, forcing pyrrha to generate offense (itself an essentially risky proposition against a greek) gives Ω exactly the sort of opportunity to land such a thing. I agree it's annoying that she can AA 66A when blocked close, but that isn't really the end of the world either and doesn't remove 66A from being a good move in the match-up.
 
Yeah, 44A just seems like a move you might hit once every dozen matches, lacks in range/speed, and I have no idea if you can get a guaranteed damage afterwards. I go into every match with the goal of making the opp. reluctant to step, so that I can go to work with her moves that bring the hurt to the guard guage. It's unfortunate that Omega doesn't really seem to have a way to make the opponent block low, only low I use is 1K, though I have been trying to add a bit more 2K pokes into the mix, which seems to be working well enough so far.

Also, DNS B appears to catch rollers in some way? I've been doing this when the opp. refuses to wakeup and instead rolls about, but I've never been sure which direction it catches, only that it does indeed catch something.
 
Forgive the double post, but it does it grate on anyone else's nerves that Omega's 66a+g leaves her in BT, but reg. Pyrrha turns her towards the opponent? Like, why -__-
 
44A 2K combos at close range on a least a decent percentage of the cast, yes DNS can catch rolls in some situations ( and techs in more) although it usually doesn't cover many of opponent's options. Pyrrha's 66A+G does appear to be better, but it's all low damage poking on oki which isn't anything to really write home about. I'll take the higher average damage on B+G throw(itself similar to pyrrha 66A+G in that it is a throw that goes into a forced second low damage mix-up ) and better side/back throw as compensation.
 
Forgive the double post, but it does it grate on anyone else's nerves that Omega's 66a+g leaves her in BT, but reg. Pyrrha turns her towards the opponent? Like, why -__-

I love that it leaves her back turned. It usually makes people wake up a lot different than they would if it just put them in front of her, like, 90% of the time they backroll. You can get a lot off the oki.

I've been using 236K a lot lately, I don't know if this is a good thing. It is safe though and comes out super fast, wall splats, you get dns b or 66k follow up, I'm liking it a lot.
 
The only reason I would mix 66K and 33_99K is the range/distance. I think 66K reaches just a little more.

236K has punishable area. I use this because it looks so powerful lol, and usually the opponent is not aware of its range. It's good for long distance combat strategy.
 
Ok, so I'm having quite a few issues getting DNS to come out consistently.
I assume the input is actually 2365236, because even though my training mode inputs say 236236 and are fast, DNS doesn't come out unless I make sure its at neutral between both 236's. I also can't seem to DNS from the 1P side worth a damn at all.

Are there certain techniques or tricks one does in regards to DNS? Also, is it possible to buffer DNS during block/blockstun for those "instant" DNSs like the computer loves to do at any given moment?
 
Ok, so I'm having quite a few issues getting DNS to come out consistently.
I assume the input is actually 2365236, because even though my training mode inputs say 236236 and are fast, DNS doesn't come out unless I make sure its at neutral between both 236's. I also can't seem to DNS from the 1P side worth a damn at all.
You're going to get slower DNS Bs that way.

Are there certain techniques or tricks one does in regards to DNS?
I think you're buffering it as 236B236 by accident. You need to complete the second 236 before you press B, so avoid pressing B too soon and think of it almost like 236236 ~ B. The B needs to be pressed after the motion.
 
Also to add on to what lasercakes said, NS B has input priority over NS 236 > DNS, so if you press the B before you've entered NS you will get NS B. This isn't so much a problem when doing the input form neutral, but in any buffer window, like say in combos or after recovering from blockstun, it will ignore your second 236 motion unless you time the B input very well.
 
Anyone have tips for the match-up against Viola? She's the character I do worst against so any tips would be appreciated. Thanks.
 
Not that my anti viola is the best, but learning to GI her at the right moments seems to be very important. The third hit of her SET 44A BE is a good example, you should 4A+B+K or A+B that every time so she doesn't get to pressure you as much. Also using advancing moves after she does SET 6B+K helps reduce her ability to ply her high powered mix-ups. There is other stuff too, but I'm going to stop at this point and refer you to a video Ring made. It's based on ivy, but a lot of the suggestions are still applicable to Ω.
 
Anyone have tips for the match-up against Viola? She's the character I do worst against so any tips would be appreciated. Thanks.

Like Suirad said, GI is very important.
Viola's 44A BE can be aGI by Omega Pyrrha's or Pyrrha's A+B and you get a free mix-up.
Omega Pyrrha : -> 66B DNS B, DNS B, CE
Pyrrha : -> 66B BE for sure.
 
What's you guy thoughts on 236 2/8.

Never seen anyone using the little sidestep after the 236 and I sometimes forget it even exists, any of you guys use it?
 
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