The colossal Pyros unit is used primarily for space station design. Normally, the unit is equipped with a huge array of tools necessary to keep deep-space machinery in working condition. It uses its various jet systems to move itself between various objects in space without needing a shuttle or external jet pack.
In combat, the Pyros is a formidable arsenal of flame. It can change the direction in the air, jump forwards and backwards while attacking, and can “swoop” down on an enemy with a powerful blow. Pyros does lack in the speed department, but the damage caused by its flame throwers more than makes up for its sluggish movement.
The Pyros is another example of a 'bot that relies primarily on raw power to win. Although many of its moves work fine against a human player, as there is minimal reaction time, you have to rely more on chipping away at your opponent in One Player or Tournament Mode as the computer blocks most of the moves every time. Although its flames aren't nearly as powerful as its arms, they are invulnerable to attack. Any special move that comes into contact with the flames (with the exception of the Thorn's Spike Charge) is almost always stopped cold. That, and AI flaws with the Pyros's Crouching Heavy Punch & Fire Spin, make it an entertaining, yet challenging, 'bot to use.
Jet Swoop is the attack of choice for almost all situations to attack from the air. The other specials are situational, if you execute them at the wrong time you can get hammered back. The flame attacks are similarly situational, but some have very good reach and are fairly safe to throw out. The main offensive is his heavy punches that can combo back and forth. On the whole Pyros is a large and easy target, so you got to position yourself right to use your decent range to good effect, and only get close when you engage for a heavy combo. It also handles very differently in the air from most of the other bots, falling slower and easier to recover control in air than most others, this can surprise people that are not used to fight against the Pyros. The Super Thrust attack is most useful for avoiding or punishing opponents that jumps high, it can usually jet you underneath them when high-jumping, but usually not on normal jumps.
Generally you can just repeatedly attack the AI with a Jet Swoop attack followed up by your favorite heavy combo and keep at it until they fail to block. Against most AI this is all you need, but some bots like Gargoyle can mess this up, so prepare to get creative.
Mostly the same, rush in with Jet Swoop and keep up an unrelenting barrage of heavy punches, and never give him the chance to stop blocking. Use the Super Thrust sparingly to punish opponent for avoiding your attacks or trying to counter attack. If you lose the initiative with Pyros, you've probably lost.
Several great moves, especially the heavy punches and fast flames. Everyone is put off by the jump kick, but it can be surprisingly useful. Remember that the flames themselves can't be hit, so use them for long range pokes.
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Good:
This assumes default setting with Rehit mode on.
Pyros is a classic example of a good concept done wrong. He has lots of armor, but is also easy to combo on. He can choose either punches (high damage) or kicks (high priority), he has lots of air attacks and a light enough weight to get to use them often, and he chews up an opponent's stun bar with ease. So how could he go wrong? Pyros has a move for almost any situation, but each of his moves is appropriate for only one situation. Guess wrong and you'll get the beatdown, it's that simple. Pyros only beats characters whose moves are weak against his roundhouse: Flail, Shredder, Nova, Shadow.
MOVE NAME | COMMAND | DMG. | TYPE ---------------------+-------------+-------+------------- Jump Punch | (air) P | 12.5 | Medium Jump Jump Kick | (air) K | 10 | Light Jump Jab | P | 4 | Light AR Fierce | b+P | 17.5 | Heavy Forward | K | 10 | Light AR Roundhouse | b+K | 15 | Medium AR Low Jab | df+P | 4 | Light AR Low Strong | d+P | 11 | Medium AR Low Fierce | db+P | 17.5 | Heavy Low Short | df+K | 3.5 | Low AR Low Forward | d+K | 10 | Low AR Low Roundhouse | db+K | 15 | Low KD Super Thrust Attack | f,f+P | 15 | Medium KD Shadow Thrust Attack | f,f,f+P | 15 | Medium KD Air Thrust Attack | (air) f,f+P | 15 | Medium KD E0 Fire Spin | d,P | 15+15 | Medium KD Super Fire Spin | d,P | 15x3 | Medium (KD on last 2 hits) Air Fire Spin | (air) d,P | 15 | Light KD E0 Jet Swoop | (air) d+K | 17.5 | Medium KD AR Pyros Barbecue | (close) f+P | 22.5 | Light Throw
Scrap Part 1: f,f,d,d,P Scrap Part 2: u+P at 4th hit Destruction: d+P at 8th hit Fire & Ice: u,d,d+P at 12th hit (very difficult)
Notes: The 1st enhancement makes the Super Thrust Attack faster; the 2nd enhancement makes the Air Thrust Attack faster and turns the Fire Spin into the Super Fire Spin. Pyros' kick attacks are not affected by the pilot's agility.
Stats: Forward Speed: 4.3 Back Speed: 3.4 Jump Speed: 12.5 Fall Speed: 0.88 Armor: 110 Stun Res: 27.5
P: 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.
b+P: 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.
K: 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.
b+K: 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.
df+P: 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.
d+P: Low strong. Same animation as low jab, but slower and therefore worse. This move is overshadowed by Pyros' other low moves in every way.
db+P: 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.
df+K: 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.
d+K: 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.
db+K: 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.
f,f+P: 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.
f,f,f+P: 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.
d,P: 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.
(close) f+P: Throw. Pyros covers his opponent in flame, doubling his coolness factor instantly as well as providing a combo opportunity second only to Jag's. Unfortunately, Pyros is so slow he can't really take advantage of this opportunity. You'll usually be throwing defensively.
P: 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.
K: 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.
f,f+P: Air Thrust Attack. Just as bad, plus it's airborne so you can be hit by a jab → air juggle in recovery. Use only as air-to-air when jump punch would whiff, or to hit the Fire Pit fireball.
d,P: Air Fire Spin. Hits only once and knocks down. Again, only for use when you really need to stop your trajectory dead (i.e. versus hazards, or Matter Phasing). If you need to avoid something, jumpkick is usually safer.
d+K: 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.
Instant Kill Combo (wall) uf,d+K → uf,d+K → d+K → df+P → f+P → f,f,f+P. Repeat.
Most Powerful Ground Combo b+P → b+P → db+P
Chain Combos b+P → b/db+P b/db+P → f,f/f,f,f+P (close) b/db+P → d,P (close) df+P → df+P df+K → df+K
* (close) f+P → K → b+K Standard throw combo if all you need is damage. If you want positioning, just Thrust Attack after the throw instead, maybe adding a small juggle beforehand.
* (air) P → b+P → d,P Instant stun combo. Against a wall, an immediate df+P may juggle after the Fire Spin ends, from which you can land all sorts of fun stuff. Under special conditions (like against Shirro), you can tack on an extra b+P.
* (air, late) P → b+P → db+P → f,f,f+P Depending on your speed and distance, this combo may be easy or near-impossible but it does loads of damage and knocks down. While you can add an extra b+P, making that whole thing combo requires a stunned opponent. In tourny mode, add b+P/db+P as needed.
* (air) d+K → P → f,f+P The bread and butter of any Pyros player's arsenal. As long as the Swoop is still traveling downward (not horizontally), it allows you enough time to combo into a jab or crouching short. A Thrust Attack followup is guaranteed on slower opponents; on faster ones, follow up with a Fire Spin for the second hit of the combo. Against a wall, use a b+P instead of the f,f+P to get a wall hit.
* (air) d+K → uf,d+K → P → K → b+K Double Jet Swoop combos: the epitome of fast-pilot, slow-opponent Pyros shenanigans. Start the first Swoop as close to the ground as possible so you have enough time for the second Swoop. (If you miss this one and accidentally do d+K, use the combo below for some consolation damage.) Jab, forward, roundhouse is very very difficult; if you're not sure it'll be a combo, use db+P instead. Regardless, even if they manage to recover after the Forward flame, only Katana, Chronos, Jag and Gargoyle can avoid the high-priority roundhouse that follows.
* (late) f,f,f+P or d,P → df+P → P → f,f+P A hit with the jets or the last frame of the Thrust Attack hands, as well as the very tail end of the Fire Spin, lets you jab. Against fast opponents, omit P.