Pyrrha Q&A/General DiscussionThread

Pyrrha's 3B is really annoying.

That is all.

it's -16 D:

~~~

3b tracks a good amount to pyrrha's right side I believe .. so it's not completely linear.


it is good for quick damage if you have meter for a ce... the range is also good. it's i17 so it's not super slow. from a distance, it is also difficult for some characters to punish ... like cervy .. he doesn't have much [or anything?] that can punish it from a distance except for his ce.


I don't use the move a whole lot either ... but I tend to keep it in mind when I have meter for ce ... since 3b,ce is 89 dmg.
 
Wouldn't 22_88K CE do more, or does the stun kill it?

44K.B 3B is good. You could probably get a 236B instead of the 3B, but I can rarely get the attack throw, so..
 
I don't use the move a whole lot either ... but I tend to keep it in mind when I have meter for ce ... since 3b,ce is 89 dmg.

Hmm, that is pretty good damage, though i17, while not super slow, does tend to be just slow enough to fail to punish a LOT of stuff, and with that -16 on block you really can't just throw it out there. Still, thanks good food for thought, I suppose I will keep it in mind next time I'm sitting on a full meter. Thank you!

In a semi-related avenue of discussion, what would you say is the best use for Pyrrha's meter?

I used to use it almost exclusively for 66B BE but now that said move is more and more becoming figured out I'm not really sure where to spend my meter. 4AA BE only usually works against really bad players as 4AA in general is pretty bad. 236AA BE I use every now and a again, mostly to make the move safe if I really just want to try to throw it out there, but the extra 13 damage rarely seems worth half the meter. Her CE is nice as a punish, but really doesn't do all that much more damage then a 236B:4, and when tacked onto the end of combos the damage scaling tends to make it pretty disappointing to say the least. All this has kind of left me wondering if I should be focusing more on working guard impacts more into my game, since I often find myself with excess meter in matches, particularly against opponents who know how to react to 66B BE properly.
 
it's -16 D:
Yeah, but look at the pushback. Look at it.

I can't punish that %^&* half the time even if I wanted to. I get spaced out and I can't do jack, so Pyrrha can 3B me any time she wants to on the outside. 50 damage plus oki, 89 with meter, and I have to punish that on prediction? wtf

(I suppose the oki's not so bad, now that I'm looking at it. What does Pyrrha have that catches left siderolls?)

Even Pyrrha herself can't get full 236B if it's spaced right (you need JF half the time if you can even hit at all).

I guess Omega could in theory, but I mean, jesus christ, frame perfect punish???


Sure, it's punishable if you 3B in my face, but I wish that people would do that to me.
 
Hmm, that is pretty good damage, though i17, while not super slow, does tend to be just slow enough to fail to punish a LOT of stuff, and with that -16 on block you really can't just throw it out there. Still, thanks good food for thought, I suppose I will keep it in mind next time I'm sitting on a full meter. Thank you!

In a semi-related avenue of discussion, what would you say is the best use for Pyrrha's meter?

I used to use it almost exclusively for 66B BE but now that said move is more and more becoming figured out I'm not really sure where to spend my meter. 4AA BE only usually works against really bad players as 4AA in general is pretty bad. 236AA BE I use every now and a again, mostly to make the move safe if I really just want to try to throw it out there, but the extra 13 damage rarely seems worth half the meter. Her CE is nice as a punish, but really doesn't do all that much more damage then a 236B:4, and when tacked onto the end of combos the damage scaling tends to make it pretty disappointing to say the least. All this has kind of left me wondering if I should be focusing more on working guard impacts more into my game, since I often find myself with excess meter in matches, particularly against opponents who know how to react to 66B BE properly.

best use for meter? .. well ce and 66b,be... in my opinion. random 66b,be is not the way to go ... but more like if you are anticipating someone to side step a lot. I also usually go for it if I get a knock down ... for example, if I see someone rolling on the ground ... what are you really going to hit them with... no range 1k lol? ... 66b,be will hit them every time for good damage and if they happen to try to get up, they might just eat the full launcher. I also like it for tech trap situations, even if they person doesn't tech, they eat good damage... for example, ch 1k, 66b,be. if they tech in any direction, they eat the full launch ... or eat the ground hits of 66b,be ... either way it's good damage .... because I absolutely hate sitting on 2 meters.


3b,ce isn't much more damage than 236b:4? ... well it's 89 vs 62. if +37 damage isn't a lot then ... I dunno what to tell you. ce alone does 71 dmg ... and +37 damage is more than half of that... it's also kinda like getting a free stab, but failed to jf properly. once in a while, the last hit of the ce will clean hit too ... so it'll be around 95 iirc when that happens.

of course you have to know when to use your ce to make the best out of it.

example, after a guard burst:

4a, 66b+kab, g, ce = around 110 dmg?
66b+kab, g, ce = around 123.

the 2nd does more even though the first one has an extra hit ... but due to scaling, the 2nd one does much more.


~~~~

just listen to drake's whining. 3b isn't totally useless =]
 
In a semi-related avenue of discussion, what would you say is the best use for Pyrrha's meter?

I think her meter is generally fairly bad. I always find myself with plenty of it (though I JG a lot, which gives me a lot to play with).

236AA BE is probably the best of her brave edges, as you can at least hit confirm the first hit of 236A before spending the meter. On guard, 236AA BE is bad, as the low can be jumped interrupting the BE hit, and the BE hit is easy to just guard (and at -27 on JG... you're screwed). 66B BE will get you just guarded and punished against a standing opponent (I do like it for catching rollers). Course, 66B BE in combos is big damage :). 4AAA BE, you will basically never get out, there's an opportunity for the low to be jumped and interrupted, and its unsafe on regular block anyways to make it even worse (probably absolutely atrocious on JG). Though I suppose if 4AA does land, you could hit confirm that into the BE for extra damage.
Mostly, they are just gimmicks against those who don't know how to JG.

Her CE, generally doesn't add a ton of damage to her combos (seems like a waste at times, but, free damage is still free damage, especially if your opponent won't let you get away with her BE's). It is handy for punishing stuff when 236B:4 won't reach, or as a guard crush when they are flashing red and low on life.

I also like GI'ing still. 236B:4 and 4B (for the re-gi) are nice post-gi options.


As a side note, I think it would be awesome if you could guard cancel the 2nd hit of 66B BE, and if just guards could whiff and be punished, that would let you bait out and punish one. But, that would involve hefty system changes and is just wishfull thinking.


Building meter, CH 4AB 3B gives a significant amount, which is nice for a step kill.
 
just listen to drake's whining. 3b isn't totally useless =]
iloatheyou.jpeg
 
Drake's right. 3B has pretty good knock back. Space properly and you can abuse it. It's a bit harder to play keep out with back dash G gone, but if you want to do it, this is your best tool. It's character and player specific too. Some characters won't punish it. Some players won't try to punish it. And if you whiff trying to punish it I will gladly punish your whiff.
 
am i the only one that uses 4K after a knockdown until they get up and block it,
4K -4 on block, and after that u can beat everything with AA (+15 frames) or 3A+B (for their AA / highs throws) except for nastu doesn't TC in time, or 9k if they stop u with 2A.
 
I also usually go for it if I get a knock down ... for example, if I see someone rolling on the ground ... what are you really going to hit them with... no range 1k lol? ... 66b,be will hit them every time for good damage and if they happen to try to get up, they might just eat the full launcher.

you got to love when u seem them rolling non-stop and pyrrha does that 180 degree spin after them in mid air into full launcher, priceless.
 
am i the only one that uses 4K after a knockdown until they get up and block it,
4K -4 on block, and after that u can beat everything with AA (+15 frames) or 3A+B (for their AA / highs throws) except for nastu doesn't TC in time, or 9k if they stop u with 2A.

haha I abuse the shit out of 4K into throw / 3B mixup, its deadly
 
am i the only one that uses 4K after a knockdown until they get up and block it,
4K -4 on block, and after that u can beat everything with AA (+15 frames) or 3A+B (for their AA / highs throws) except for nastu doesn't TC in time, or 9k if they stop u with 2A.
Most CE would interrupt, wouldn't they? I'm 99% sure at least Alpha Patroklos' would.
 
Well, I'm just saying. Eventually, they'd realize what you're doing and counter it often.

you can say that about any move in the game.

there always risk involved there always a way around a move.

doesn't change these are great moves to use while being at -1 to -4 on block
there are being use to counter there attacks in the first place

AA to beat anything slower then !15
3A+B to TC their high.
9K to jump their low.
 
What do you do to deal backstepping turtlers? This has become a problem for me recently. Moreso when your opponent has more range than you to begin with.
 
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