Vampire Savior/Pyron

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Costume Colors
Pyron

Introduction

An intergalactic world destroyer for over 200 million years. Food for Demitri.

Overview

As a Playable Character

Basic Hitboxes

Pyron stand.png
Standing Hitbox

He's pretty damn fat, and his head sticks out quite a bit. Pyron is very susceptible to crossups as such.

Crouching Hitbox

TEXT

Pyron jump.png
Jumping Hitbox

Image is of Pyron 6-7 frames after holding up. Standard startup before a character's legs leave the ground is 5 frame, and for whatever reason Pyron's jump is 1-2 frames slower.
Pyron has one of the furthest and highest jumps in the game. He doesn't have the best air normals or the best ways to alter his air trajectory so this can sometimes be a problem against characters with good anti-airs. His options to alter air trajectory include: Dive-punches, Air Sol Smasher, Orbital Blaze, and Teleport.
Best options for dealing with anti-air attacks would be either Air Sol Smasher just outside of the opponents range, or cut your forward jump arc short with a dive-punch. Do not forget you can also simply just block if they are doing dragon punch attacks.

Pyron dash.png
Dashing Hitbox

An extremely fast dash. Pyron can dash cancel into either standing attacks or crouching attacks(on the first frame? need to check). Normals canceled from this dash have a bit of forward sliding momentum, putting you even more in the opponents face. As far as dashes themselves go, this one is top tier. Proper utilization of this dash is one of the main points of Pyron's game plan. Sadly, as good as this dash is, he doesn't have very good normals to compliment it.
This dash will actually go over some crouching attacks, but this is very limited.

Normal Moves

Standing Normals

Pyron s lp.png
s.LP

[ Startup: 4 | Active: 3 | Hit:+5 | Block:+4 | Renda: H:+7 B:+6 | Special/Rapid Cancels ]

As far as standing jabs go, this one does not have much utility.

Pyron s mp 1.png
Pyron s mp 2.png
s.MP

[ Startup: 5 | Active: 3;5 | Hit:-2 | Block:-3 | Special Cancels ]

A good anti air. Has less horizontal range than s.HP, but does more damage. A good option select into Pyron's command throw, especially in the corner. The anti-air hitbox starts 8 frames in and is active for 5 frames, which is pretty good. Also feels like it recovers surprisingly quickly.

Pyron s hp 1.png
Pyron s hp 2.png
Pyron s hp 3.png
Pyron s hp 4.png
s.HP

[ Startup: 6 | Active: 2;2;2;2 | Hit:+1 | Block:-9 ]

Another good anti air. s.HP has a bit more horizontal range than s.MP. But does less damage as an anti-air, due to it being a multi-hit move. Another good option select into Pyron's command grab, but more so mid-screen than the corner. Doing 1 hit of this move is also good to add a couple extra damage in chains started from a close distance. Can also make c.HK safe, or even work as a frame-trap, after a long or far chain.

Pyron s lk.png
s.LK

[ Startup: 4 | Active: 2 | Hit:+4 | Block:+3 | Renda: H:+6 B:+5 | Special/Rapid Cancels ]

One of Pyron's three good dash normals, along with c.LP and c.LK. This one is particularly good as it will catch people out of the start of their jump. Dash ticking with this into command throw or a chain combo is essential to Pyron's gameplan.

Pyron s mk.png
s.MK

[ Startup: 24 | Active: 3 | Hit:+3 | Block:+2 ]

A very short range overhead. Most of the time you try to use this, people will just mash trying to tech or just to mash, and you'll get hit out of it. It doesn't have the benefit of range like Anakaris and Jedah's overheads, which catch mashers. While Shining Gemini is activated, chaining c.MP into s.MP will make it a safe overhead setup.

Pyron s hk.png
s.HK

[ Startup: 7 | Active: 4 | Hit:-6 | Block:-7 ]

Need to check which frame his feet disappear. Due to the huge negative on both hit and block, its not really great to use in footsies to go over opponents attacks.

Crouching Normals

Pyron c lp.png
c.LP

[ Startup:4 | Active:2 | Hit:+5 | Block:+4 | Renda: H:+7 B:+6 | Special/Rapid Cancels ]

Another one of Pyron's good dash normals along with s.LK and c.LK. 1 frame better on hit than s.LK and c.LK, but slightly shorter range. Very good to mix in with the other two while dashing. Won't catch jumpers like s.LK. Potential to get a dash link from this, but it is extremely tight.

Pyron c mp.png
c.MP

[ Startup:5 | Active:2/3 | Hit:-2 | Block:-3 | Special Cancels ]

Not very good as a chain move. Tends to whiff from a far c.LK. Better to use 6.MP as your MP chain move. Has potential to beat pushblock mashers on wake-up that start their pushblock with c.LK (must test)?

Pyron c hp.png
c.HP

[ Startup:7 | Active:9 | Hit:-5 | Block:-6 ]

Can occasionally be used as an anti air. Extremely match-up specific. So far it has seen a bit of success in the Jedah match-up.

Pyron c lk.png
c.LK

[ Startup:4 | Active:2 | Hit:+4 | Block:+3 | Renda: H:+7 B:+6 | Special/Rapid Cancels ]

The last of Pyron's 3 good dash normals, along with s.LK and c.LP. This has slightly more range than c.LP but slightly less range than s.LK. Hits low, but isn't practical to get dash links from.

Pyron c mk.png
c.MK

[ Startup:5 | Active:1/2 | Hit:-1/0 | Block:-2/-1 | Special Cancels ]

This is the move you will be ending your chain combos on block with typically. All of Pyron's other moves after his light attacks are very unsafe.
Canceling into Sol Smasher (HP) from this is a decent tech trap. If they neutral jump or jump back from the c.MK, the Sol Smasher (HP) will at the minimum put them in block stun due to its upward trajectory.

Pyron c hk.png
c.HK

[ Startup:7 | Active:14 | Hit:Knockdown | Block:-15 ]

Very good as a combo enter. Leaves you right next to the opponent making for easy wakeup pressure. Extremely unsafe on block save for a few specific setups. If you hit with the very end of the slide you can get about -2 on block at best, but hitting this sweet spot is difficult. Typical frames I get from attempting that far of slide leaves me at around -7 to -4.

Ground Command Normals

Pyron f lp.png
6.LP

[ Startup:4 | Hit:-1 | Block:-2 | Renda: H:+1/2 B:0/+1 | Special Cancels ]

A move with slight potential. You can chain from stand or crouching LP into this for a renda bonus, making it safe or giving slight advantage. You can also chain from this move into any of his other normals. Chain timing from a light punch into this has some odd timing though. Need to test this move a bit more.

Pyron f mp.png
6.MP

[ Startup:6 | Active:7 | Hit:-7 | Block:-8 ]

By far the best of his forward command punch attacks. Using this in a chain started from light attacks is imperative, as c.MP, and c.MK alone do not have the range to do a full chain combo when started from a distance. This move will move you forward mid-combo thus letting you complete a 4 hit chain. Do not end block strings on this attack though as it is very unsafe. If your opponent blocks this, be sure to end in c.MK.
This move is also one of his most active ground normals, so using it to meaty has some potential. Again, just be sure to chain into a c.MK to be safe on block.

Pyron f hp 1.png
Pyron f hp 2.png
6.HP

[ Startup:7 | Active:3;1;1;3 | Hit:-1 | Block:-9 ]

Not a very useful move. Very unsafe on block, and leaves you at -1 on hit, while your opponent is right next to you.
This move air resets the opponent on hit, so you can chain it for 2 hits before you go into your c.HK. Damage on those 2 hits is absolutely awful, so if you have the opportunity it is better to do 1 hit of s.HP in your combo instead of two hits of 6.HP.

Air Normals

Pyron j lp.png
j.LP

[ Startup: 4 | Active: 3 | Special Cancel ]

Not much use outside of air chains.

Pyron j mp.png
j.MP

[ Startup: 5 | Active: 7 | Special Cancel ]

Potentially Pyron's best jump in on a grounded opponent, it extends as far downward as j.HP, but reaches out even further horizontally. Not only that, it is active for a beefy 7 frames, so you can toss it out a little bit earlier to occupy the space. In VS1, you can easily air chain from this into j.HP for a high damage jump in.
This normal is also special cancelable, and its probably the best his air special cancel normals. Doing a j.MP against a standing opponent, canceled into an air fireball is a potentially decent gimmick to catch someone mashing pushblock.
When going air-to-air against an opponent, chaining from j.HP into this is a good string.

Pyron j hp.png
j.HP

[ Startup: 5 | Active: 4 ]

Pyron's best air normal due to its utility. This move is bugged, and is can be canceled into ANY of his other air normals on whiff and hit(even in VS2!). Just jumping and filling the screen with normals to quickly fill space is not bad of an idea. The meter build you get from being able to spam this normal is amazing. Do to it being a cancel, and not a chain, you can do j.HP, go into one of his special cancelable air normals, and still be able to cancel it into Air Sol Smasher or Orbital Blaze. (need to check if you can cancel this in VS1 to say a j.LP, and continue air chaining from there)
In Vampire Savior 2, Pyron ends up being one of the few characters that can actually do an 'air chain' because of this bug.

Pyron j lk.png
j.LK

[ Startup: 4 | Active: 2 | Special Cancel ]

Not much use outside of air chains.

Pyron j mk.png
j.MK

[ Startup: 6 | Active: 5 | Special Cancel ]

Best air to air normal versus characters with high jumps. Really, its the only air normal of his that hits in that space. If you try to go air to air with any other normal while not having the height superiority, it is not unlikely for your attack to completely whiff.
When going air-to-air against an opponent, chaining from j.HP into this is a good string.

Pyron j hk.png
j.HK

[ Startup: 7 | Active: 5 ]

A solid jump in attack on grounded opponents. Good on neutral jumps as well. Potentially good on characters with low jump arcs.

Air Command Normals

Pyron j lp.png
j2.LP

[ Startup: 4 | Active: 7 | Special Cancel* ]

Not very useful. Has the same dive-punch attributes as described with j.HP below

Pyron j mp.png
j2.MP

[ Startup: 5 | Active 7 | Special Cancel* ]

A dive-punch. Has the same hitbox and frames as his regular j.MP. Read the description of j.HP to find out more of this moves attributes.

Pyron j hp.png
j2.HP

[ Startup: 5 | Active: 7 | Special Cancel* ]

A dive-punch. Has the same hitbox and startup frames as his regular j.HP, but is slightly more active. This move has a relatively high minimum jump height before you can execute it. On hit, it is not very practical to combo from, as it moves downward too slowly. On block, Pyron bounces up-back slightly and leaves himself vulnerable. If you delay slightly after the bounce back, you can cancel the recovery with any of his air special moves(assuming you are at the minimum height to preform them). Doing a fireball after one of these on block is his safest option.
Potentially good as a move after chicken blocking

Special Moves

Sol Smasher - 236P

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

Pyron solsmasher air.png
Pyron solsmasher air es.png
Air Sol Smasher - 236P in air

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT

Pyron zodiacfire 1.png
Pyron zodiacfire 2.png
Pyron zodiacfire es.png
Zodiac Fire - 623P

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT

Pyron orbitalblaze.png
Pyron orbitalblaze es.png
Orbital Blaze - 214K

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

Pyron galaxytrip 1.png
Pyron galaxytrip 2.png
Pyron galaxytrip 3.png
Galaxy Trip - 421(P or K)

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

EX Moves

2f
Pyron piledhell 1.png
16f
Pyron piledhell 2.png
Pyron piledhell 3.png
Piled Hell - 623KK

[ Startup: X | Active: X | Hit:+X | Block:+X ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

The first picture begins on second frame of the move.

Cosmo Disruption - 41236(PP or KK)

[ Startup: X | Active: X | Hit:+X | Block:+X ]

TEXT

Dark Force

Bunshin Kougeki: Shining Gemini

Pyron's Dark force creates a shadow Pyron that preforms a certain move corresponding to what buttons you press

Button(s) Action Shadow Pyron takes
Standing Punches c.hk
Standing Kicks Zodiac Fire
Jumping Punches Orbital Blaze
Jumping Kicks j2.hp
c.lp forward moving s.lp
c.mp forward moving s.mp
c.hp forward moving s.hp
c.lk forward moving s.lk
c.mk forward moving s.mk
c.hk forward moving s.hk

Dark Force Loop:
http://www.youtube.com/watch?v=jXXlyDY_bxI

s.MK overhead:
If you do c.MP into s.MK chain, the shadow should protect you as the s.MK comes out.
The Shadow Pyron's s.MK does not hit overhead, but it is a delayed attack because of the long startup of s.MK, so it can be used for frame traps potentially.

Invincibility:
In Vampire Savior 2, the Dark Force invincibility on start up ends before you gain control of Pyron again. Laying out on a meaty on Pyron while he is activating will hit him.

Movement

Strategies

Match Ups

Combos

(all damage values obtained on Demitri via Vampire Savior Arrange)

  • c.lk, f.mp, c.mk, f.hp(2hit), c.hk
23 red/42 white
  • c.lk, c.mp, c.mk, c.hk
23 red/43 white
  • c.lk, c.mp, c.mk, f.hp(2hit), c.hk
23 red/43 white
  • c.lk, f.mp, c.mk, s.hp(1hit), c.hk
26 red/46 white
  • c.lk, f.mp, c.mk, c.hp, c.hk (long strings with c.hp only seem work in Vampire Savior Arranged, not Savior 2? Feels like c.hp has more pushback in Savior 2)
30 red/54 white
  • j.hp, j.hk, c.lk, f.mp, c.hp, c.hk
39 red/69 white
  • j.hp, j.hk, f.mp, c.mk, c.hp, c.hk
42 red/74 white


OVERHEAD COMBOS

  • s.mk, c.hk
17 red/30 white
  • s.mk, f.hp(2hit), c.hk
18 red/33 white
  • s.mk, s.hp(1hit), c.hk
22 red/36 white
  • s.mk, c.hp, c.hk
26 red/45 white

Vampire Savior Arrange Damage Table

Ground Normals

Normal Red White Notes
s.LP 4 8
s.MP 9 15
s.HP 13 19 2 hit: 1st 6r/9w; 2nd 7r/11w
s.LK 4 8
s.MK 8 14
s.HK 10 17
c.LP 3 7
c.MP 8 14
c.HP 11 19
c.LK 3 6
c.MK 7 13
c.HK 10 18
6.LP 3 6
6.MP 8 13
6.HP 10 17 3 hit: 1st 2r/4w; 2nd 2r/4w; 3rd 7r/11w


Air Normals

Normal Red White
j.LP 3 7
j.MP 8 14
j.HP 11 19
j.LK 4 8
j.MK 8 14
j.HK 10 17
j2.LP
j2.MP
j2.HP


Special and EX Moves

Special Red White Notes
Pursuit 0 4 3 hit
Pursuit (ES) 0 7 6 hit
Ground Throw 5 9
Air Throw 11 17
Planet Burning 15 24
Planet Burning (ES) 22 32
(Air) Sol Smasher (LP) 9 15
(Air) Sol Smasher (MP) 9 16
(Air) Sol Smasher (HP) 9 17
(Air) Sol Smasher (ES) 10 20 3 hit
Zodiac Fire 11 18
Zodiac Fire (ES) 15 30 5 hit
Orbital Blaze 13 20
Orbital Blaze (ES) 16 29 4 hit
Piled Hell 15 30

Cosmo Disruption

Hits Red White
1 hit 9 15
2 hit 17 29
3 hit 24 41
4 hit 30 51
5 hit 35 60
6 hit 39 67
7 hit 42 72

Vampire Savior 2 Frame Data

Most of this data is actually wrong. Active Frames is correct though as I went in and manually counted each active frame with hitbox viewer. You should apply at least 3 frames to start up for each move to get a closer idea to what the real number actually is.

Ground Normals

Move Startup Active

Frames

Hit

Advantage

Guard

Advantage

Renda

Bonus

Guard

Direction

Cancel Notes
s.LP 4 3 +5 +4 H:+7 G:+6 Special/Rapid
s.MP 5 3;5 -2 -3 Special
s.HP 6 2;2;2;2 +1 -9 2 hits; Resets on 2nd hit
s.LK 4 2 +4 +3 H:+6 G:+5 Special/Rapid
s.MK 24 3 +3 +2 High
s.HK 7 4 -6 -7 Goes over low attacks
c.LP 4 2 +4 +3 H:+7 G:+6 Special/Rapid
c.MP 5 2/3 +1/+2 0/+1 Special
c.HP 7 9 -5 -6
c.LK 4 2 +4 +3 H:+6 G:+5 Low Special/Rapid
c.MK 5 1/2 -1/0 -2/-1 Low Special
c.HK 7 14 Knock Down -15(close) Low -2 on max range slide
6.LP 4 3 -1 -2 H:+1/+2 G:+0/+1 Special
6.MP 6 7 -7 -8
6.HP 7 3,1,1,3 -1 -9 3 hits; Resets on 3rd hit


Air Normals

Move Startup Active

Frames

Guard

Direction

Cancel Notes
j.LP 4 3 High Special
j.MP 5 7 High Special
j.HP 5 4 High Wiff cancels into any other normal;
chain cancels in VS2
j.LK 4 2 High Special
j.MK 6 5 High Special
j.HK 7 5 High
j2.LP 4 7 Special cancels only on block
j2.MP 5 7 Special cancels only on block
j2.HP 5 7 Special cancels only on block


Special and EX Moves

All special moves tested point blank range

Move Input Startup Hit

Advantage

Guard

Advantage

Notes
Galaxy Trip 421(p/k) 28 No invincibility on teleport;
moves location on 29th frame
Planet Burning 63214(mp/hp) 1/2 Knockdown
Planet Burning (ES) 63214pp 1/2 Knockdown
Sol Smasher 236p 20 Knockdown -6/-5 17 frames recovery
Sol Smasher (ES) 236p 20 Knockdown +10 4 frames recovery
Air Sol Smasher air 236p 16 Knockdown
Air Sol Smasher (ES) air 236pp 16 Knockdown
Zodiac Fire (LP) 623p 2 Knockdown -6 air unblockable
Zodiac Fire (MP) 623p 4 Knockdown -11 air unblockable
Zodiac Fire (HP) 623p 6 Knockdown -18 air unblockable
Zodiac Fire (ES) 623pp 3 Knockdown -2/-1 air unblockable
Orbital Blaze (LK) air 214k 12 Knockdown
Orbital Blaze (MK) air 214k 12 Knockdown
Orbital Blaze (HK) air 214k 10 Knockdown
Orbital Blaze (ES) air 214kk 10 Knockdown
Piled Hell 623kk 16 Knockdown -61 slight disadvantage on hit
on fast wakeup characters
Cosmo Disruption 41236(pp/kk) Knockdown



Vampire Savior
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