Sure, I also have fast mids and highs, but the formers are pretty unsafe on block an the latter can get crushed pretty easily by Nyo's lows and good crushes.
Oh yes I notice your 2P (or even P) which always catches me haha. But the reason for that is that I don't know her +frames on block too well and don't know how to deal with fast characters. Just you wait till I fully know her and then she'll be a pain to deal with in close combat Just found some new stuff giving her advantage at no matter what situation or how the opponent reacts
Now, you said you're kinda unfamiliar with her frame data.. It's actually quite simple... She's extremely unsafe (except 6PPP & 66K (The knee kick which looks unsafe but isn't)) & all of her guard breaks give +FA (from +3 to like +13). It's actually really simple and kinda... sad; for the Nyotengu player
Now to Phase-4, isn't her 3P+K very useful to deal with spacing characters? And does she have any useful while running (66_) moves which are maybe safe? I'm guessing her 66_(while running) P is a jab of hers, right? These moves always help me fighting against spacin' characters.
And I don't think I have to tell you that you're playin' with Phase 4 really well. You're really using her speed to your advantage which is sweet. + you fully end the combo with max juggle damage which makes sence for such an unsafe character. Once I'm in a cr. stun... there's like no chance of me gettin' out of there...
I was aware that Nyo is very slow with most of her moves and, as you confirmed, quite unsafe. However at the beginning, as you may remember, I still got caught by moves that are actually safe, like that 6PPP, were I had to ask you if it's not just the online.
However, even if the advantage she get's on a guard break does not seem guarantee her any follow-ups (I guess that's what you mean when you write it's sad for Nyo players), it's still advantage. After every guard break, I'm better of not trying to attack unless it's my fastest attack, but these are, as you know, pretty predictable.
And they are also crushable and avoidable, since they are all linear. Imo, Nyo's guard breaks are still pretty good, because they are not like the single one Phase has, where you can beat out every(!) option with a low that is i12.
Well, since Nyo don't has a low with this speed I guess, I will still get some advantage from it in this case, however, I actually don't want to moan about that, I'd just say you should not think to bad about her guard breaks.
Phase's 3P+K is a good gap closer indeed, which follow-ups P (a high that is safe on block) and K (a tracking but unsafe mid kick) are pretty decent, but it is more a 'real' long range tool. Since the startup-animation is quite long, it happens a lot that I get ch if I do it too close.
Also, no matter if I just get in with it or if I use one of it's follow-ups, the only real thing I get is a closed gap, because as long as I don't land a hit with the latter ones, I'm always at disadvantage.
Phase has no running move (66 and such) that is safe. 66K is unsafe and sidesteppable, 66PP is, as you may know, her only guard break, but as I wrote above, for most characters, it's still not a threat.
That said, the only moves that are safe for me are P (-3), PP (-5), 8P (-5) and most of my mid kicks (H+K, 33K ) due to pushback (not really advantage for me against Nyo, since she has good range).
Everything else (!) is unsafe -8 and higher, so go for your guaranteed damage if you see me finishing strings or press P+K if you see me free canceling
Really? You can literally beat out every option with a 2P after her 66PP? I defnitely won't be using that when I use Pai. TN just did a very very lazy job with P-4 imo.
She should be able to teleport while opponent on block, wouldn't that be useful?
And the thing about Nyo is, that I'm just not used to not have several possibilities to deal with at certain situations. Pai for example has soo many possiblities. She's got tracking moves (low, med & high), plenty of strings, plenty of FA+ on block, plenty of safe/unsafe moves etc. etc. But of course Pais damage is pretty much down to 1 dmg per hit. So maybe that equals it up. Nyos damage is insane.
Her low throw like 1/3. I guess I just have to change my playstyle when using her. I should use more of her guaranteed stuff and end the combo with high dmg instead of using stun resets and low-FA-insta-grab complicated stuff. I'm not even kidding... Every time I use Pai I get hungry... The amount of energy needed for this girl haha xD
Yes, as long as your character has a low that is 12 frames or faster and puts you in a crouching state, you can avoid them all. It's not like with Kasumi, where at least the kick option is guaranteed to hit if the opponent is going for a low.
But I don't understand, why shouldn't you use a low with Pai? Phase will get some more teleport options on block with LR, although I hope it's just the one shown in a trailer, because a general ability to do so would make her braindead and destroy her real purpose.