Vampire Savior/Pyron
Introduction
An intergalactic world destroyer for over 200 million years. Food for Demitri.
Gameplay
Primary objectives:
- Use your Dark Force to start pressure, high damaging combos and safe pokes in neutral
- Use your air tatsu, quick dash & walk, Zodiac Fire and teleport to weeve in and out of your opponent's range and mixup your approach
- Use your fireballs to keep your opponent at bay
- Use your throw and command normals during chains to get the opponent into the corner to be able to setup Dark Force pressure more effectively and safer
Strengths | Weaknesses |
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Overview
As a Playable Character
Basic Hitboxes
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 | |
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. | |
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. |
Normal Moves
Standing Normals
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. | |
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. | |
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. | |
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. | |
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. | |
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
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. | |
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)? | |
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. | |
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. | |
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. | |
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
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. | |
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. | |
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. |
Air Normals
j.LP
[ Startup: 4 | Active: 3 | Special Cancel ] Not much use outside of air chains. | |
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. | |
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) | |
j.LK
[ Startup: 4 | Active: 2 | Special Cancel ] Not much use outside of air chains. | |
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. | |
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
j2.LP
[ Startup: 4 | Active: 7 | Special Cancel* ] Not very useful. Has the same dive-punch attributes as described with j.HP below | |
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. | |
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. |
Normal Throws
Normal Throw (4/6 MP or HP)
[ Startup: 1 | Active: | ] 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 | |
Air Throw (4/6 JMP or JHP)
[ Startup: 1 | Active: | ] TEXT |
Special Moves
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 | |
Air Sol Smasher - 236P in air
[ Startup: x | Active: x | Hit:+x | Block:+x ] TEXT | |
Zodiac Fire - 623P
[ Startup: x | Active: x | Hit:+x | Block:+x ] TEXT |
Orbital Blaze - 214K in air
[ 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 |
Galaxy Trip - 421(P or K) (air OK)
[ Startup: x | Active: x | Hit:+x | Block:+x ] Pyron teleports to a different position on screen depending on which attack button is pressed, Punch being at the top, Kick being at the bottom. LP/LK teleports to the top/bottom left of the screen, MP/MK teleports to the top/bottom middle of the screen, and HP/HK teleports to the top/bottom of the right of the screen. 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 |
Command Throws
Planet Burning 63214 MP/HP/PP
[ Startup: | Active: | ] 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 |
Guard Cancel
Zodiac Fire - 623P/PP (Guard Cancel)
[ Startup: | Active: | ] 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 |
Pursuits
8 P/K/PP/KK
[ Startup: | Active: | ] 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 16f | Piled Hell (Air OK) - 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 VSAV2 input: 263 PP
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 |
Pyron Memos
- Dark Force combo highlight by KIM Lilith
Notable Players
Colors