Personal Info Edit
Birthdate: October 24, 1588
Height: 5’5 (165)
Blood Type: B
Pre-Soul Calibur 5 Edit
Pyrrha is the daughter of Sophitia and Rothion Alexandra, the older sister of Patroklos, the niece of Cassandra Alexandra and Lucius, and the granddaughter of Achelous and Nike. When a mysterious customer gave Rothion a peculiar metallic fragment, the household went out of control, with the children fighting violently over what their father just received, while Sophitia was experiencing an aftermath from her previous wounds she sustained in her first battle against Soul Edge. Awhile after her younger sister, Cassandra, set off on her quest, Sophitia made her decision to get involved in order to save her children. When she arrived at Nightmare's former stronghold, she had an encounter with a green clad girl, who wanted to 'play' with her children. Upon returning home, Sophitia found them safe, for now. The girl in green met up with her again, saying that she would be back for them when the time is right. Sophitia knew that she had to stop her, especially with both Pyrrha and Patroklos' lives at stake.
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.
Soul Calibur 5 Edit
Pyrrha never knew her true family, and those who cared for her she never knew for long. Like her friends, or the elderly couple who cared for her - everyone close to her died mysteriously. As she was passed from one family to another, she learned well how to avoid conflict. Even when those around her turned their back on the "bringer of woe," all she would do is apologize.
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 Edit
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 Edit
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.