OK so Im no tech. wonder like Gbursine, but since I never really ever saw some Pyron strats I guess I could give it a shot. Oh and Im dutch so dont judge my grammar lol.
Pyron mini faq (by Diek Stiekem)
(Based on Vampire Chronicle for DC, and for use in VH2/VS2)
I find Pyron a shadow of his former
self in this game, most of his moves have been toned down too much IMO,luckily hes buffed again in CFE
Notable normal & Command moves:
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His standing Forward (MK) is an overhead attack, so mix it up after some crouching attacks to confuse your opponent.
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Pyron old jumping punches (from Darkstalkers aka Cosmo Dive) are still avaliable by pressing down and P , however if your opponent guards them the have huge recovery time cause Pyron “bounces” off them.
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Use his dashing Fierce (HP) to catch opponents off guard but dont overuse it because when guarded there is some recovery time.
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His standing Fierce is pretty usefull, it comes out pretty quick.
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Pyron has an air-throw (f.HP)
Special Moves
Soul Smasher: QCF, P (also useable in air)
His fireball, jab goes the normal projectile route, strong goes a bit forward and then arcs up, the Fierce version almost immediately arcs up. So the Strong and Fierce are a reasonable anti-air.
Zodiac Attack: DP, P (Guard Cancel)
Turns into a wheel of fire and lashes forward. Although it looks like Fierce version would go full-screen it doesnt it goes about 3/4 (kind of like Cables Time Flip in MvC2). Use it to punish your opponent when makes a mistake and your about half screen away.
Orbital Blaze: QCB, K (must be in air)
*Pyrons version of the hurricane kick, goes arced downwards, be
careful not to abuse this one, because its punishable.
Galaxy Trip: BDP, P or K (also useable in air)
*Teleport: which P or K use will decide the location;
Ive mapped them out in screen location below.
LP MP HP
LK MK HK
so LP takes Pyron left-up and HK right-down of the battlefield etc.
It takes a bit longer to actually teleport after Pyron dissappears, so be careful.*
Planet Burning: HCB, MP or HP
Special throw, does decent damage.
NOTE ALL PYRON SPECIALS CAN BE USED AS ES MOVES (EXCEPT FOR THE
GALAXY TRIP)
EX Moves:
Cosmo Disruption: HCF, PP or KK (charge PP or KK for bigger explosion)
Kind of fireworks display, PP detonates mid-screen and KK full-screen away. This move gets powered up by Dark Force
Piled Hell: DP, KK (alos usable in air)
- Turns into a pillar of fire, not really useful. However I find it quite effect to preform it while jumping over your opponent)
Dark Force Power:
Shining Gemini: D, F, DF, PP
- Creates a clone which follows up your attacks with one of his own.
Heres a list:
Button Move Done
P = d + HK (slidekick)
D + P = Dashing HP
jump + P = Orbiter Blaze
K = Zodiac Attack
D + K = Dashing HK
jump + k = Cosmo Dive
If you do a special move with punch it counts as a standing or
jumping P (depending if the move is done on air or ground)
Also, if you do an EX move the twin will mimic it perfectly but
without damaging the enemy.
GENERAL STRATEGY & TIPS:
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Pyron is best agressively, confuse your opponent with the Galaxy Trip and then unleash or jump in with a chain combo
(deep junping HK, cr. LK, cr. MK, cr. HK, Pursuit attack is on of his best BB combos) and use his throw alot.
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The Galaxy Trip can be done endlessly, it can even be canceled in the Air Soul Smasher or Orbital Blaze or even Piled Hell. Occasionally teleport in close and try to nail a Planet Burning.
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Against jump-in opponent use the MP or HP Soul Smasher or use the Galaxy Trip to teleport in the air behind them and then unleash the Orbital Blaze or Air Soul Smasher.
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After preforming the Cosmo Dispruption, jump or rush the opponent and try to sucker them in. If they guard it punish them with a Planet Burning.
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Follow up any throw or knockdown move with his Pursuit Attack,
Pyrons will almost always connect.
Thats about it, if some more will comes to memory Ill add it.
I hope its usefull for u guys.