m (Scanman moved page Pyron (DS2) to Night Warriors: Darkstalkers' Revenge/Pyron: moving DS2 Pyron page to be a subpage) |
No edit summary |
||
Line 323: | Line 323: | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD colspan="11" class="color3-left"> | <TD colspan="11" class="color3-left"> </TD> | ||
</TR> | </TR> | ||
Line 873: | Line 873: | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD colspan="8" class="color3-left"> | <TD colspan="8" class="color3-left"> </TD> | ||
</TR> | </TR> | ||
Line 991: | Line 991: | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD colspan="7" class="color3-left"> | <TD colspan="7" class="color3-left"> </TD> | ||
</TR> | </TR> | ||
Line 1,002: | Line 1,002: | ||
{{Navbox-VHUNT}} | |||
[[Category:Night Warriors: Darkstalkers' Revenge]] | [[Category:Night Warriors: Darkstalkers' Revenge]] |
Revision as of 20:26, 14 November 2021
Introduction
The final boss of the game, now as a selectable its fixed and its a low rushdown one with teleport and overhead mixup moves.
Moves List
Normal Moves
Note worthy Normals
Standing LP - whiffs on crouching opponents
Standing far MP - whiffs on crouching opponents
Standing close MP/MK - good combo starters
Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked
Crouching HP - completely useless outside of chain combos
Crouching MK - good low poke
Crouching HK - long range sweep that is relatively safe on block from max range
Jumping HP - good air-to-air attack, but the legs are vulernable
Jumping LK - deep angle that's good for tick throws
Jumping MK - good air-to-air and can cross up
Jumping HK - good for pinning people down when cornered and good combo starter
Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.
Special Moves
Diving Punch: During jump, press D + P
An excellent command move that can be used as an overhead, its useful to get close to your opponent if you use it with a low attitude.
Sol Smasher: QCF + P [ES]
Pyron's projectile that shoots a fire sphere,a straight horizontal in LP version, or a front to up trayectory curve with MP and HP versions.
ES version had LP trajectory and HP damage.
Air Sol Smasher: During jump, U, UF, F + P [ES]
An aerial version of your fire sphere projectile, its a diagonal downward one but slow for an overhead.
ES version can juggle jumping opponents.
Zodiac Fire: F, D, DF + P (Guard Reversal) [ES]
Pyron becames a fire wheel and rush forwards to his opponent instead as a hop diagonally trajectory of his Vampire incarnation,its a great combo ender and have a good startup and medium recovery.
ES version makes more damage and had LP startup.
Orbital Blaze: - During jump, QCB + K [ES]
Your Aerial Rush Move, Pyron makes a mini typhoon and going downwards, its makes good damage and a decent startup but his recovery its slow and had bad range hitboxes, useful as a hit or miss move.
ES version its a waste outside of make more damage.
Planet Burning: Close, HCB + MP or HP [ES]
Pyron grabs his opponent and became a sphere jail and bounces,its his Command Grab, had a nice animation and good range.
ES version had better startup makes more damage.
Galaxy Trip: B, D, DB + P or K (useable in air)
A teleport move that varies the warp zone which button you press, use it randomly and for escape situations, but his recovery its slow and can be vulnerable for meatys.
Super Moves
Cosmo Disruption: HCF + 2P or 2K
Pyron throws a lot of exploding stars that covers the half back and front screen opponent view, it had slow startup outside of his big damage, only recommended for wake up situations after a sweep.
The Basics
Pyron's objective is too obvious,to be a air to low rushdown chainer and charge the bar for a Super Move Reset.
Your Fire Wheel its your meterless best combo ender and the teleport will be your corner trap escape tool.
Combos
Crouching LK, MP, MK, HK - 4 hits , 24% Damage
Standing LP, Crouching LK, Standing MP, Crouching MK,Foward HP - 7 hits , 26% Damage
Crouching LK,MP,MK,Standing Foward HP - 6 hits , 26% Damage
Jump HK, Crouching LK/MK, Zodiac Fire - 6 hits, 30% Damage
Close MP, ES Zodiac Fire - 6 hits, 31% Damage
Cosmo Disruption, Orbital Blaze or Zodiac Fire - 4 hits, 32% Damage
Advanced Strategy
Frame Data
Supers | |||||||
コスモディスラプション![]() |
Startup | Active | Recovery | Hit | Guard | Guard Height | Notes |
弾:65~129 | - | Total:44~108 | KD | HML | ボタンを押し続けることでStartupとRecovery可変 | ||
Throws | ||||||||
Close ![]() ![]() |
Startup | Active | Recovery | 投げ成立 | Throw Escape | Gauge Increase | 投げ方向 | Notes |
2 | 1(5)1(4)1 | 37 | KD | +21 | レバー | |||
投げ空振り中の13F目~49F目はInvincible |
<A name="throw-air"></A>Air Throw | ||||||||
お互い空中&相手の近くで![]() |
Startup | Active | Recovery | 投げ成立 | Throw Escape | Gauge Increase | 投げ方向 | Notes |
1 | KD | 不可 | レバー | |||||
投げ後着地までに、空中必殺技使用可 |
追い討ち攻撃</ | ||||||
相手KD or Fall時に![]() |
Strenght | Startup | Active | Recovery | Gauge Increase (空/当) |
Notes |
ノーマル | 27 | 2(1)2(1)2 | 着地0 | / | ||
ES | 27 | 2(1)2(1)2 | 着地0 | 0/ 0 | ||
</html>