Pyrrha's Combo List

Djangoknight

[10] Knight
Pyrrha's Combos

(NC)Normal Hit Combos:

# | Meter used
0 | 3B, 236B (50)
2 | 3B, CE (89)

0 | 33B, G, 236B (54)
0 | 33B, B+K (44) for Ringouts
2 | 33B, G, CE (92)

0 | 44B, 236 (46)
2 | 44B, CE (85)

0 | 22A, 3B (45)
1 | 22A, [Grounded] 66B BE (62)
1 | 22A, [TechTrap] 66B BE, 22BAK (113)

0 | 22K, 236B /4/:4 (62)/(77)/(85)

o | 22kK, 44B+K (48) meter
0 | 22kK, AA (46) reset
1 | 22kK, 66B BE (59)
2 | 22kK, CE (80)

0 | 66B, 236B (53)
0 | 66B, 22B+K (55)-(65)Tech trap / some char seem to be able to tech this to the right
1 | 66B, 66B BE (65)
2 | 66B, CE (92)

1 | 66B BE, 22BAK (84)
1 | 66B BE, 4B, 44B+K (81)

0 | running 6~K, 2B+KBBB (52)

0 | 8B+K quake stun, 236B:4 (56)
0 | 8B+K quake stun, BT B+K (30)

0 | 4B+K, 236B (79)
2 | 4B+K, CE (120)

0 | 4B, 66B+KAB, G, 236B (90)
1 | 4B, 66B BE, 4B, 44B+K (99)
1 | 4B, 66B BE, 22BAK (103)
2 | 4B, 66B+KAB, G, CE (108)

(CH)Counter Hit Combos:

0 | 4AB, 66B (63)
1 | 4AB, 66B BE (79)

0 | 1K, 1K (39)
1 | 1K, [Grounded] 66B BE (68)
1 | 1K, [Techtrap] 66B BE, 22BAK (111)

0 | 6K, 88B+K (52), [(61-63) Tech traps] works on all Techs

0 | 3KK, 66B(55)
1 | 3KK, 66B BE(69)

0 | 44A, 236B (68)
2 | 44A, CE (108)

0 | 66B+KAB, G, 236B (88)
2 | 66B+KAB, G, CE (127)

A+B Guard Impact:

0 | A+B(A), 66B+KAB, G, 236B (74)
1 | A+B(A), 66B BE, 22BAK (86)
2 | A+B(A), 66B+KAB, G, CE (92)

0 | A+B(B), AK (58)

0 | A+B(K), 236B (43)
2 | A+B(K), CE (82)

Basically a Meterless GI
only happen when you A+B GI out of range
but you can reach with 66B most of the time

0 | A+B(range), 66B, 22B+K (55)-(65)Tech
1 | A+B(range), 66B BE, 22BAK (84)
2 | A+B(range), 66B, CE (92)

GI~ Guard Impact

1 | 236B:4 (62)
1 | 66B, 236B (53)
1 | 66B, 22B+K (55)-(65)Tech trap / some can tech to right
2 | 66B BE, 22BAK (84)
3 | 66B, CE (92)

Guard Break combos

0 | 4B, 66B+KAB, G, 236B (90)
1 | 4B, 66B BE, 4B 44B+K (99)
1 | 4B, 66B BE, 22BAK (103)
2 | 66B+KAB, G, CE (123)

0 | 44A, W!, 6B+K, W!, 66B+KAB, G, 236B (105)
1 | 44A, W!, 6B+K, W!, 66B BE, 22BAK (111)
2 | 44A, W!, 6B+K, W!, 66B+KAB, G, CE (125)

W!~ Pyrrha wall combos

0 | 3B, W!, 6B+K, W!, 66B+KAB, G, 236B (92)
1 | 3B, W!, 66BBE, W!, 66B+KAB, G, 236B (109)
2 | 3B, W!, 6B+K, W!, 66B+KAB, G, CE (112)
3 | 3B, W!, 66BBE, W!, 66B+KAB, G, CE (128)

0 | 66K, W!, 6B+K, W!, 66B+KAB, G, 236B (83)
1 | 66K, W!, 66B BE, W!, 66B+KAB, G, 236B (99)
2 | 66K, W!, 6B+K, W!, 66B+KAB, G, CE (102)
3 | 66K, W!, 66B BE, W!, 66B+KAB, G, CE (119)

1 | 66BBE, W!, 6B+K, W!, 66B+KAB, G, 236B (107)
3 | 66BBE, W!, 6B+K, W!, 66B+KAB, G, CE (127)

0 | 4B, W!, 6B+K, W!, 66B+KAB, G, 236B (85)
1 | 4B, W!, 66B BE, W!, 66B+KAB, G, 236B (95)
2 | 4B, W!, 6B+K, W!, 66B+KAB, G, CE (105)
3 | 4B, W!, 66B BE, W!, 66B+KAB, G, CE (114)

0 | 4B, 44A, W!, 6B+K, W!, 66B+KAB, G, 236B (120)
1 | 4B, 66BBE, W!, 6B+K, W!, 66B+KAB, G, 236B (131)
2 | 4B, 44A, W!, 6B+K, W!, 66B+KAB, G, CE (139)
3 | 4B, 66BBE, W!, 6B+K, W!, 66B+KAB, G, CE (150)
 
Hey, I'm having a bit of trouble with the 66B+KAB after 3B W! 6B+K W! Who ever I do it against always falls to the floor before it hits them.
 
Hey, I'm having a bit of trouble with the 66B+KAB after 3B W! 6B+K W! Who ever I do it against always falls to the floor before it hits them.

you have to delay 6B+K

3B,W!, (delay) 6B+K, 66B+KAB

wait for them to almost slide off the wall
cause 6B+K isn't hitting them on the wall
it need to hit them back to the wall so that they bounce off of it.
 
Not sure if this is posted since I got a little confused

3B W 3B W 3KK 44B :O Last time I did this I got 128 DMG but I think they have to slam against the wall~ >.<
 
after 22kk enemy can roll =/ realy hard start this combo , if enemy not block 22kk and not roll on ground , after that all 4B+K, 4K, CE 100% combo i try this in online today ,but need good safe starter combo)

Enemy can roll or tech out of it but you can cancel.

Btw I only ever use 22Kk after I've done a 88BAK because they are down so you have extra time to get the little kick in.

Its all judgement, if you're feeling lucky go for it, if you don't have a CE then try the 4AAAABE instead, that has the potential to do more damage on them than the CE if they are stupid enough.


At 7 seconds I perfected an A1 with that string.
 
Enemy can roll or tech out of it but you can cancel.

Btw I only ever use 22Kk after I've done a 88BAK because they are down so you have extra time to get the little kick in.

Its all judgement, if you're feeling lucky go for it, if you don't have a CE then try the 4AAAABE instead, that has the potential to do more damage on them than the CE if they are stupid enough.


At 7 seconds I perfected an A1 with that string.
I thought about it for more damage 4AAAABE after 66B BE(ok this more meter using and small bonus damage than 88BAK) and tried to practice with air control, and if you feel the timing is possible to get all the blows to 4AAAABE with air controll but not garanted ,I'll check it after start with4B+K,
 
Not sure if it's been stated anywhere, but should/would-be Doom/death tech trap combo with Elysium-Pyrrha

4B 66B+K.A.B (delay, tech trap: all->) 66B BE 4B (delay, tech trap: all->) 1A (tech trap: all->) CE - 237, 66B Clean Hit - 238

The low-HP defense boost reduces her CE damage for some stupid reason which is why they don't die, but whatev. Still cool.
 
This is exactly how a combo thread should be. Not a collection of every single possible combo, but rather just the best possible for each situation. (this launcher and x amount of meter) Thank you for doing this.
 
Oh hey, about CH 1K... Is another 1K really the most meterless damage that is guaranteed? In my tests, 66B seems to be guaranteed and does more damage.
 
That's right I completely forgot I did notice that earlier. And I was about to say 3B but then I see you can tech left. Nevermind my Pyrrha noobness. (I've been a Viola player since Day 1 but now switching chars because of all the Viola hate. Used to play Cassandra so Pyrrha is the next best thing. Anyway this thread is really helping me learn her fast. Thanks a bunch again.)
 
4K should work, though I don't know if it does more/less. 66A/3A might tech trap, but you lose damage if they don't ukemi.
 
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