Pyrrha Q&A/General DiscussionThread

I haven't tested 236K yet. I'd be interested in seeing what frames it TC's on and which it STC's on. But, I basically never use that move, so I haven't bothered testing it yet. It just seems so risky for how slow and unsafe it is, and how little reward you get for landing it.

There's a bunch of other moves still that I haven't tested yet.
 
236K looks cool as a finisher cus like she flips and rips your clothes of at the same time XD;; But yeah its kinda risky to use also the majority of people I play guard that :P Omega's 236K is alot more practical~
 
Blocked 66B 236K is good at times.. Most people try to counter with a slow-ish move or a 2A and Pyrrha ducks right under those. 2B's hit you, but unless you spam it, most people don't do that. :b
 
236B Have a little time with the back flip that I can't really time nicely.
But I didn't found the Pyrrha match up, so someone could tell me where it is. But in advance Maxi is trouble some to me.
 
Blocked 66B 236K is good at times.. Most people try to counter with a slow-ish move or a 2A and Pyrrha ducks right under those. 2B's hit you, but unless you spam it, most people don't do that. :b

I wouldn't try a 236K after a blocked 66B, its slow enough as is, without putting yourself at -6. If your opponent likes to 2A, just backdash and 3B launch them. 236K will beat 2A's and WR A's, but it'll lose to WR B's and the like (which you can step). And if they like to do slow moves (i21+), then 236B:4 CH stab them for way more damage. But then again, I just really dislike 236K as a move.

Poking at 236K a little bit in training mode, it seems to more be invulnerable to special low through high horizontals (1A still always beats it, and mid verticals seem to always beat it).

Now, are there any characters that can't block punish 236K (or at least can't without CE meter) due to its pushback range? (probably the same set as 3B, though I think I'd still rather just throw out 3B as its faster and the reward's better)

236B Have a little time with the back flip that I can't really time nicely.
But I didn't found the Pyrrha match up, so someone could tell me where it is. But in advance Maxi is trouble some to me.

Maxi shouldn't be all that much trouble. Look at his frames, lots of unsafe stuff you can punish. Just guard ruins a lot of his stances. 3A+B will beat out most of his stances too (though the stance auto-gi is there). His range is pretty atrocious, abuse 3B like crazy against him. Punish his CE with your CE (nothing else has the range).

See Kane's punishing Maxi video:
 
El Fortune works better than I was expecting, I guess I get it, don't give him the edge, or let he have his stances.


Thank you very much andur.
 
I wouldn't try a 236K after a blocked 66B, its slow enough as is, without putting yourself at -6. If your opponent likes to 2A, just backdash and 3B launch them. 236K will beat 2A's and WR A's, but it'll lose to WR B's and the like (which you can step).
Most WR B's are pretty slow and if you do 66B 236B, they might try 2A later. All I know is I do 66B 236K pretty much every time it's blocked and people fall for it 90% of the time.
 
Most WR B's are pretty slow and if you do 66B 236B, they might try 2A later. All I know is I do 66B 236K pretty much every time it's blocked and people fall for it 90% of the time.

I'm not a fan of doing 66B 236B either, cause of 2A and the good possibility of it being blocked. If they are doing 2A the majority of the time, as I say, just backdash and 3B launch them when they whiff it, it'll be more rewarding than a 236K. But I'll give 66B 236K some experimentation next time I play.
 
Most WR B's are pretty slow and if you do 66B 236B, they might try 2A later. All I know is I do 66B 236K pretty much every time it's blocked and people fall for it 90% of the time.
As Andur said- 66B post block into backdash, for prediction of a 2A enables you to whiff punish attempt wIth AS B:4. 236K use can be very risky VS competent players, being at like -26 an all on guard.

As for 66B on GRD into AS B... I don't think that's ever been a viable options in my opinion. It might works like 1.4% of the time; but 1.4% of the time is not worth the risk.
 
Pyrrha has very good mixups and is very well at pressure.
Lol, aside from throws (and her throw range is terrible) and 1K spam (which is - on hit, although she can still work off this), what mixups does she have? She's more designed around reverse mixups (i.e. baiting the opponent into doing something she can step/duck/otherwise avoid so she can punish). I wouldn't consider her a true whiff punisher like Nightmare--she can get good damage from other sources, mainly throws and block punishment--but more of an all-around punishing/turtle character who forces you to guess and make risky decisions. I believe the term for this type of character is "one of those goddamned Greeks".
 
it depends on how you use her and how your opponent is playing/which character is using. Her throws are quite terrible though.
That's how I see her, comparing her to Pyrrha Ω

Ok, so, what do you do mixup wise against someone turtling and holding guard while buffering throw breaks? I see pretty much no reason ever to block low against Pyrrha. I don't care about being hit by 2K/1K enough to risk eatting her much better mids. 1K is only dangerous on counter hit, otherwise its just minor chip damage and disadvantage for her. Her other lows are reactable and punishable (1A, 236AA, 4AA, 44KA (44K and its followups all lose to i11 AA's), 11A (11A is only good on counter hit, but, its slow and 1K is generally better on counter hit barring 11AA CH ring-out/wall combos) ) or insanely slow (22kK, quake stun shenanigans [though that perfect borderline range where 8B+K is ambigous between hitting mid and hitting the quake stun would be good if it wasn't slow enough for you to be smacked out of it anyways]).

Throws are essentially 50-50 and easy to buffer in the breaks for (plus every character has the throw mixup anyways, making it nothing special to Pyrrha). Her only frame advantage on block moves are her easily just guarded brave edges (discounting 4B/WR K at +0, 4B is asking to be ducked & punished and WR K isn't really practical from standing). Then her low kicks and throws have fairly limited range too.

Or even worse, what do you do mixup wise against someone who spaces you out where none of your moves (much less your lows/throws) have a chance of connecting beyond CE?

So your mixup options are really more just reverse mixups trying to get your opponent to whiff, be it via back step, side step, 22K, 3A+B, or whatever side-step/tc/tj/fast move you want to do. This she does quite good at.

Pressure-wise, if you just hit your opponent and don't get a knockdown, there's little reason for your opponent to do anything but block (or attempt to reverse mixup you). As your mids/highs will all be disadvantage on block, and your 1K is just going to be an unscary natural hit. If you throw, well, that's no better pressure than any other character in the game, virtually anyone can BB throw if they want to. The knockdown is really what you need to get pressure going. Even with a knockdown, someone like Nightmare is far scarier to try to wake up against. The reverse mixups at disadvantage are a form of pressure on block, but, that is risky and not as good as say Patroklos' 1K pressure.

Yes you can pressure the heck out of anyone who doesn't know about frames by just counter hitting them over and over and over again (heck you can perfect some people with nothing but repeated 66A counter hits before they clue in that they shouldn't just be mashing attack buttons). But this is pure ignorance of the game system, not a strength of the character.

Now, her throws are by no means terrible as you say. 66A+G and B+G both do comparable damage, thus there's no reason for you or your opponent to favor doing/breaking one, so they are more or less a 50-50 which is good. Her right side throw does a ton of damage, her back throw can ring out (though the angle required makes that really rare). They both leave your opponent right next to you on the ground, where you can apply some really good pressure and get in some 1K/mid mixups (yes that does sorta contradict my above rant against her mixups, but, see the knockdown for pressure). Sure her A+G throw is lackluster, but, 66A+G makes it pointless to do anyways.

Has anyone ever had much luck with 6BK? On paper it seems decent, as 6B by itself is +2 on hit, so you can BB or something to get anyone trying to mindlessly block/jump the low. I always forget that this move even exists. But since its only a combo on counter hit, I'd rather counter hit fish with 1K. But since 6BK is just a poke and neutral on hit, it doesn't frighten me. Plus 6B has a unique starting animation, so, a trained opponent would be watching for the low after being hit by it.
 
I use 236K from crouch all the time, you fly in like a stealth bomber and most characters don't have the range to punish it because of the push back (well fly back).


Edit: Just realized that 236K becomes safer when used from crouch, no wonder people haven't been punishing me lol

Pyrrha can punish Pyrrha 236K with 66B but if done with 236K from crouch then she will block it. This is when both 236K hit at close range.
 
I use 236K from crouch all the time, you fly in like a stealth bomber and most characters don't have the range to punish it because of the push back (well fly back).


Edit: Just realized that 236K becomes safer when used from crouch, no wonder people haven't been punishing me lol

Pyrrha can punish Pyrrha 236K with 66B but if done with 236K from crouch then she will block it. This is when both 236K hit at close range.

Does 236K start up a frame faster from crouch as well like the other 236 moves and CE? Have you found the exact safety frames on FC 236K yet?
 
Does 236K start up a frame faster from crouch as well like the other 236 moves and CE? Have you found the exact safety frames on FC 236K yet?

Looks like its -22 on block, if your referring to the safety frames in the STC then I don't know.
 
Yeah FC 236K is definitely safer. I noticed though the pushback on 236K / FC 236K is a little strange. Doing it at closest possible range (standing right next to the training dummy), sometimes I could 3B punish it and sometimes I couldn't.

Also, with regards to my earlier musing on 6BK, I recorded 6BK and 6B BB, and could block and punish the 6BK and block the BB every time, so, probably not a good idea (course I had the advantage of knowing that mixup attempt was coming).
 
Yeah FC 236K is definitely safer. I noticed though the pushback on 236K / FC 236K is a little strange. Doing it at closest possible range (standing right next to the training dummy), sometimes I could 3B punish it and sometimes I couldn't.

Also, with regards to my earlier musing on 6BK, I recorded 6BK and 6B BB, and could block and punish the 6BK and block the BB every time, so, probably not a good idea (course I had the advantage of knowing that mixup attempt was coming).
Using 6B post GRD as a "gimmick" set up has proven useful in my experience. I stole the idea from Partisan. Just have to feel-out how said opponent reacts. It's a whole mind game in itself
6B post GRD into G
6B post GRD into movement
6B Post GRD into (insert move/preferrably of moderate speed: AA/BB/2A/6K)
6B post GRD into TC/TJ/STC/aGI/GI

Once the meta game is set, you enable the "K" of 6BK to hit, and or make opponents hesitant.
 
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