Pyrrha Alexandra

## Personal Info

Birthplace: Athens,
Ottoman Empire (Greece)

Birthdate: October 24, 1588

Age: 20

Gender: Female

Height: 5’5 (165)

Blood Type: B

Weapon: Sword, Shield

Weapon Name: Omega Sword, Elk Shield

## Theme

Wings of Sorrow

In Soulcalibur 4, it is revealed that Tira had abducted
Pyrrha, and it was said that she could not live without the influence of Soul
Edge. This is the reason why Sophitia made the difficult decision to become a
servant of the evil sword and sacrificed her life in order to save Pyrrha.

Driven from the city, she was captured by slavers and sold
to a nobleman's son named Jurgis. He took her in as a servant, but for the
first time in her life she felt her mind and heart were at ease. It was no
surprise that the two fell in love. When the day came that Jurgis proposed to
her, Pyrrha thought that she must be the happiest woman alive.

...But then it happened again. That very night, Jurgis was
found dead, his corpse brutally disfigured. Pyrrha was immediately imprisoned
for the murder, and her tearful denials fell on deaf ears. "Why does this
keep happening to me?! It wasn't me. It wasn't me..."

And so it was that, when Tira appeared to seduce her,
Pyrrha's heart was far too fragile to resist...

## Critical Edge

**Trinity Strike**

Pyrrha will shy away from her opponent and say "I can't!" — once
again symbolizing her hesitance and unwillingness to fight. She then stabs her
foe thrice with her sword and begs them to "please stop!"
Pyrrha's Critical Edge is considerably low on damage compared to other
finishers and is unable to lead into combos. However, this attack benefits from
being a combo finisher for her strikes that send the opponent into the air.
Such as the "Seraphim Meteor" "Jet Stream Rush"
"Ascension" or even the "Plasma Blade."

## Weapon Arts

**Unveiled Persona:** This Unblockable Attack once belonged to Pyrrha
and now it is turned into a Break Attack, which always leads to a Guard Burst
if the opponent is guarding. At first, there's an animation, in which Pyrrha
swings her sword and draws the shield closer to her face, saying "Please,
go away", and then she delivers a blow. The attack is followed by a red
mist covering the ground, sometimes it appears shortly after the blow and even
when the attack fails. The range of this Weapon Art is medium, the damage is
not very serious. It's easy to create a combo with it, as it works nicely, when
the opponent is on the ground, in the air, or standing still, and in any case
the opponent will be stunned, enabling you to add some hits. But its main
drawback is that it can easily be stopped by the coming attack right after the
animation, so you'd better not use it as a starter, to be on the safe side. As
it can only leave the opponent slowly falling to the ground in the stunned
state or lying on the ground stunned, wall combos can't be started by it, but
it can be performed several times in a row. Although, only after performing the
first Unveiled Persona on a not-stunned standing opponent, you'll be able to
create a combo on a heavily stunned enemy on the ground after the second one,
otherwise the second hit will undo the stun.

**Evangelic Fate:** That's Pyrrha's most damaging version of Angel's
Strike. The move hasn't changed at all since *Soulcalibur V*, except that
now at its very beginning Pyrrha's in sequins of respective color, her sword
shines blue during Angel's Strike and then it has one additional hit, when
Pyrrha starts to tear her sword in colored flame out of the opponent, saying
"I'm...sorry!", whereas her regular Angel's Strike attack with just
input is always followed with a yellow flame. So there are three hits in this
attack, though her movements haven't been altered. In case the opponent is
guarding, it will be punished the same way, as her normal Angel's Strike
attack. If the full Weapon Art is performed successfully, it will be still
impossible to create a combo after it or to make the opponent hit the wall.
However, it is extremely useful in combat, due to several facts. Firstly, it
has an incredibly long attack range. Pyrrha pushes forward in the strike,
reaching the opponent even when he's far away. Secondly, it starts so swiftly,
that the opponent doesn't stand a chance to stop it. In spite of not being
followed by a Guard Impact, as her regular Angel's Strike in *Soulcalibur:*
Lost Swords*, it always hits the opponent, if he's not in a guarding state*
at the moment of the Weapon Art activation. At last, it can still deal some
damage, when the opponent is in the middle-air or lying stunned on the ground.
Under these conditions it will have the same effect, as her just input version
of Angel's Strike, but will be more damaging. When this occurs, you'll be able
to add another Evangelic Fate on the opponent of the ground as a combo, but
only once. This can be very helpful, when you're running out of time, since
more than a half of total damage of this attack accounts for the first hit. It
can turn into an endless combo (until you run out of Weapon Arts of course)
with the help of Twin Step Somersault. If performed on the standing opponent,
the first strike will stun him, though when it hits in mid-air, the enemy won't
be stunned. Sadly, it fails on lying idly opponents and when it is performed on
a standing opponent during his last Soul Burst (if he has only one, than it
will work the same way) and the first Evangelic Fate's hit leads to a Soul
Break, then Pyrrha will simply take out her sword with a sigh without
performing the rest of the Weapon Art.

**Angel Ascension:** This is a mix of Sophitia's Angel Press and the
second part of Pyrrha's Seraphim Meteor, which is a Break Attack. The first
strike knocks the opponent down to the ground and the second, which is about
twice as damaging as the first one, makes him fly. During the attack Pyrrha
says "Please, stop!". The first move has a rather short range, while
the second is a fair mid-range attack. The combination doesn't stun the
opponent, enabling you to do serious damage by following combos. It starts
quickly enough to catch the opponent with the first strike in the air whenever
possible, but it's a shame, the range won't let you do it sometimes. It
perfectly works on the stunned opponent as well, but the first attack misses in
case he's stunned on the ground. Despite a quick start, it can be interrupted
by the opponent's attacks. If the first attack misses or the opponent is
guarding, the second strike is performed anyway, but most of the time it is
side-stepped, and you are punished. It's a piece of cake to trigger the Weapon
Art in the middle of a combo, so there's no need to start with it. By the way,
the first knocking attack can make the opponent hit the wall, if caught while
standing, but the second one, in contrast to its *Soulcalibur V* version,
will never cause a wall hit. This attack provides a great combo opportunities
after it, although using Guardian's Judgement, which is most commonly used
after Seraphim Meteor in *Soulcalibur V*, isn't a good idea already, as
its second strike tends to miss in mid-air.You can also repeatedly use this
move one after another, but it's important to wait until the enemy falls on the
level where the first hit will get him and still without touching the ground,
which is not the simplest thing to do.

**Guard Ascension:** This is her single Ascension attack with some new
changes. The movement itself is the same, there's no animation added, and
Pyrrha says "Fall!", as during this attack in *Soulcalibur V*.
But now the opponent flies up high in front of the character, not behind her as
usual. That provides good combo possibilities both before and after the
opponent hits the ground. In addition, the move is effective in mid-range, as
Pyrrha steps forth during it, there are no more sidesteps. Feel free to
activate it randomly, as under no circumstances it can be stopped by the
opponent's attack. And yet, it starts too slowly to continue a combo with it,
only few moves of her can be turned into a combo by this Weapon Art, e.g. Elk
Strike and counter version of Reverse Mirage. It doesn't hit the opponent of
the ground either. After the move the enemy will never be stunned or hit the
wall, and this attack can hardly be used to continue a wall combo, but at
least, you certainly won't be punished, if the opponent guards against it. It
can be perfectly used several times in succession with the same opportunity to
extend a combo at the end.

**Trinity Strike:** That's her Critical Edge from *Soul Calibur V*
with some extended features. There are three stabbing hits, with the last
strike is the most damaging one and the second hit is a bit weaker than the
first one. During it Pyrrha says: "I can't... Please stop!". It
doesn't stun the enemy and it has middle range. Now there's no the slightest
chance of being interrupted by enemy's attacks after activating it and
actually, this is the only new feature added to this attack. It can pretty
easily extend a combo, even a wall combo, but there's nothing to be added after
it's performed. It still can't hit enemies on the ground. If the entire move misses,
only the first hit is performed, but if it's blocked she'll strike three times
and then she can be punished after the third one, so it's still unsafe to use
it whenever you like. The first strike delivered to a standing opponent can
cause a wall hit, but in this case the rest of the move can miss. The most
enjoyable and unusual use of it in *Soul Calibur: Lost Swords* is after the
move called Twin Step Somersault, which is not damaging itself, but throws
grounded opponents in the air. However, if the distance between you and the
opponent is too big, the second stab may miss. If that happens, the third
strike will not be performed. Unfortunately, it may miss not only when the
enemy touched the ground, but also when he's in not high enough in the air.