Pyros Frame Data

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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.

Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.

Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.

Recovery - The duration of frames in which the move is no longer active.

Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.

Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.

Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).

Invuln - Invulnerability properties will be described here.

5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 4 +1 8 - LH -
Jab. Mercifully, Pyros has a decent jab. However, it doesn't do anything except hit high and fast. The usual uses (like starting air juggles) apply. To moves of which little is expected, little is given.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 7 10 -3 35 - LH -
Fierce. Pyros delivers a standing uppercut. Like Nova's fierce, great for punishing things but not a good poke. It's not even much of an anti-air. Your opponent shouldn't realize you have a fierce until you kill them with it in a huge combo.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
7 4 7 0 20 - LH -
Pyros shoots a small jet of flame at waist level. Like all Pyros' kick attacks, it has priority over anything else, but the range and startup are so bad it doesn't see much play.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 8 12 -7 30 - LH -
Like K, but the flame is bigger and slower. This move is great for getting someone off you: although it leaves you at a disadvantage even when it hits, it's guaranteed to beat their shenanigans and push them back quite a bit. Stops rushing attacks (including key moves like Katana's slide) cold. Use often.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 5 4 0 8 - LH -
Low jab. Slow compared to other bots, but it's Pyros' fastest move, so you may need to call upon it every once in a while (as Pyros is quite slow generally). Chains into itself to create distance.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 7 5 0 22 - LH -
Low strong. Same animation as low jab, but slower and therefore worse. This move is overshadowed by Pyros' other low moves in every way.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 7 9 -2 35 - LH -
Low fierce. Pyros does a straight punch low to the ground with surprising speed and power. Quite good, but watch out for its bad recovery. It chains into another db+P or a special move up close. Will usually beat or trade in your favor with most anti-low attacks because Pyros is so tall. Very powerful.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 3 5 0 7 - L -
Low short. Slow as usual, but very safe with good range, and chains into itself. Use for random bits of damage (since Pyros has no good low moves) and to create the illusion of vulnerability.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
6 4 8 -1 20 - L -
Low forward, same animation as low short but slower and more powerful. Useful in air combos, but that's it. If you wanted a slow flame attack, there are plenty of better options.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
8 8 12 -9 30 - L -
Low roundhouse. The flames extend longer and are slower to come out than Pyros' other low kicks. While it can sometimes take opponents by surprise and works decently for punishing duckable moves, it's just far too slow to be good.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 10 4 - 25 - H -
Air-to-air. Pyros spreads out both his huge arms, and since Pyros doesn't need agility, the trade with other air attacks will be in your favor. Although it's really unsuited for jumping in, you'll have to try it occasionally as an alternative to Jet Swoop.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
6 9 5 - 20 - H -
Every OMF player yells at the computer in frustration the first time they see Pyros jet AWAY from the opponent after a slow, unwieldy jumpkick, ending their possibilities of a followup and earning them a quick ticket to being juggled. Usable in very limited situations, such as running away.
j.2K Jet Swoop Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
9 14 4* - 35 - H -
Jet Swoop. Pyros' best attack. Robots without an anti-air (and even some who have one, like Thorn) are at Pyros' mercy when you abuse this attack. Be sure to aim it so it hits the opponent's knees, so it's safe and juggles into db+P for loads of damage. You can use it close to the ground as a glorified overhead, but that's dangerous. Stick to using it to punish whiffed moves.
25P Fire Spin (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 5(2)5(1)4 17 -12 30+30 - LH -
Fire Spin. The much-maligned Fire Spin has exactly one real advantage: it hits twice for over 30% stun damage each. If it were near-instant, like most other high-priority specials in the game, it would be Pyros' get out of jail free card when he's getting rushed (it's quite difficult to punish when blocked). Instead, use it as a protection against crossups / fake crossups.
656P Pyro Thrust (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 15 9 -19 30 - LH -
Thrust Attack. Pyros' “signature move” is actually quite bad unless you have high agility: eminently punishable when blocked, not all that fast, doesn't combo into anything, and will actually lose to good mid-hitting normals like Gargoyle's f+K. You can't even use it as a fake, since it has recovery when it whiffs. Avoid this move.
65656P Extended Pyro Thrust Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 15 12 -22 35 - LH 1-10 Projectile
Super Thrust Attack. The useful version of the Thrust Attack, this really IS the attack that defines a Pyros player. Why is it so much better? It goes through projectiles, it's extremely fast once it gets going, and the hitbox is so huge that it hits jumpers on their way up, crouchers, jumpers on their way down (with the flames on Pyros' back), and everyone in between. It doesn't have all that much priority per se, and it's the most easily punishable move in the game, but it takes advantage of Pyros' size very well. Once you've established your proper spacing, barrel through their whiffed move with this and laugh. Also punishes a blocked Rising Blade or Shadow Rolling Thunder.