Pyrrha Ω Gameplay Discussion / Q&A

Do we know the pattern to the whiffing on the second hit of 6BB in the combo 4(A)A > 6BB > CE?
I generally don't risk it against Viola and I know it can whiff on smaller characters like Pyrrha, but it recently whiffed against Cervantes (not even CaS, just the 2P outfit). Just thought I'd ask here in case there's some rule about that combo that I'm missing...
 
How the :sc5pyr1: can I do the 66B+K A B > 236236B combo? it's very difficult to execute, I always use 66B instead
 
How the :sc5pyr1: can I do the 66B+K A B > 236236B combo? it's very difficult to execute, I always use 66B instead
Way I do it is doing 66B+K, A, B then pressing 4 (Backwards) as soon as the animation ends and do DNS B as fast as I can. Honestly I don't get it 100%, but its the easiest way I found to do it.

If you are looking for a post guard break combo though and your not comfortable with that one just use 4AB, DNS B for only ~10 less damage.

I believe it also build more meter than the previous.
 
Other options for turning around after 66B+KAB are holding G, 2 or both. you have to learn the timing though, because you don't really get the best visual cues and you have to start doing the first 236 as she turns around. As Senz suggests you can use a different post break combo too. Although it only works after breaking with some moves (I think most notably 6K), 4[A]A combos post break can be really strong too.

As for 4[A]A > 6BB whiff the main factors I can tell are opponent's character and their facing when the 4[A] hits(distance when hit can also play a role). Characters don't have the same hitbox sizes at all levels/facings and so two inter related things tend to change depending on who is being hit and where they are looking when they are hit. The first is that the opponent may get turned more or less by the 4[A] hit before the second A arrests their spin. This means that some characters, when hit from the front will be rotated a different number of degrees, some will have their side facing you, some their back etc.

To give an example how how the spin dynamic changes their facing, take Ω as a case in point. Unlike most characters, 4[A] hits her a frame later than it's first active hit frame when at close range (for most characters this only happens when far) because of that, she gets a frame less of "spin time" in the stun before the 2nd A hits her. Thus she is left closer to a forward facing than, say, Nightmare would being hit by 4[A]A at the same range. Of course their final facing is altered if you hit them while they were turning or something, because they start the spin from a different starting facing.

But even if you got Nightmare to spin just as little (say you hit the [4A] from far and he was close to a ring edge) NM has a notoriously small sideways hitbox. so even in the same orientation as Ω 6BB is less likely to hit him from the "same range."

Additionally, depending on the presence of a wall or ring edge, or how far away from opponent you were when 4[A] started, you may end the string closer or farther from the opponent too, which affects your chances of 6BB hitting

So it's likely best to think of, 4[A]A > 6BB as character specific. It isn't entirely, but to use it otherwise you're going to have to delve into testing the specific circumstances where the combo could work and then try to recreate those circumstances mid-match. Probably not worth the effort, but it's up to you.
 
Oh wow, thanks. I wasn't expecting such an in-depth answer, that was very informative. Yeah, the strange hitboxes can be annoying, kinda like how Omega's 1K won't hit a side-turned Nightmare. I'm starting to think 4[A]A > CE may be a better option if I'm willing to compromise a few points of damage.

You mentioned that 4[A]A is a good option post guard break. What guard-breaking attacks will allow the use of these combos? I usually have to use something quicker like 66B+K combos unless I break with 4B or 6K. (though I often fail the DNS B at the end of 66B+KAB > CE > DNS B)
 
You mentioned that 4[A]A is a good option post guard break. What guard-breaking attacks will allow the use of these combos? I usually have to use something quicker like 66B+K combos unless I break with 4B or 6K. (though I often fail the DNS B at the end of 66B+KAB > CE > DNS B)
4B, DNS K, and something else allows 4[A] followup on guard burst.
 
Thanks, I get it!!!!!!! I finally can do it, it's still way easier with elysium though.
but I guess i'll keep doing 66B instead of the seraphim strike, it's safer
I have trouble with 22/88B > 236236B as well, the timing doesn't help my skills lol
 
Thanks, I get it!!!!!!! I finally can do it, it's still way easier with elysium though.
but I guess i'll keep doing 66B instead of the seraphim strike, it's safer
I have trouble with 22/88B > 236236B as well, the timing doesn't help my skills lol
What are you using this as? Post Guard break? Cause if so there are better options that 66B that are just as easy
 
i dont know how its called for pyrrha omega but it's 236236B
in sophitia's moveset it's called "Seraphim strike" while the 236B is called "Angel strike"
 
lol. They are Nemesis Strike and Apollyon Strike in this game, I never seem to remember the latter one though (the one for DNS B). I think using the input or stance notation is better because it makes it easier on other users, even if a few people know the name of the move. However sometimes I do wonder why 236B and 236236B have never gotten name based short-hand status like MCF/GDR/PT etc. considering the notoriety of the stabs.
 
Because it's called different through the games, the DNS is for example a new way to call the TAS (Twin Angel Step)
 
yeah but that was only as of V, there was an almost decade period where it was TAS B and named Seraphim Strike. AS B aka Angel Strike is going on two decades with the same name (pyrrha still has it named that way). Not like it's important, but just strange. (Also I just realized that TAS B is an anagram for stab...)

/edit/ as for 22B > DNS B, you have to do the DNS B very early compared to most > DNS B combos. Thats the only thing I can add.
 
You actually get more timing than you think to finish combo with DNS B. Just press B when P Omega ducks the lowest her sword will poke anything above the knee.
I learned that after 66B+K A and B you press G when the opponent is thrown off slightly after passing your head (slightly after P's animation is over for shield uppercut), then you should have more than enough time to execute DNS B.
 
66 B+K A B > 236236 B
22 B > 236236 B
66 K > 236236 B

those are the hardest ones for me
not sure if i'm missing one
 
The bottom 2 its all about buffering in at the right time. The top one is just turning around at the right time... and doing DNS B fast as f**k
 
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