RevetLeafing
Tanya, Tanqui, and Kaprisun Specialist
Tanya Pyromancer has ALWAYS been great at zoning, however it was always out shined by other Zoners like Hish Qu ten, Full Auto etc. I've recently took into mind the great impact Pyro's zoning has on this new version of the game. I've always thought Pyro had top 5 zoning in the game easy. Now I think she's actually the best zoner in the game... Now before you all get crazy, please let me explain myself and why I think this. Of course there will always be someone that thinks differently, or people that are biased. Okay so...
1. Pyromancer has 7 different complete ways to throw her fireballs, 9 if you know how to instant air them. All 7 have a unique purpose and a certain way to utilize them.
1. High Fireball This fireball is meant as an anti air and ending combos. It can also be used as more of a "get back" move. Damage (8%) Shrouded (18%)
2. Surging Blast This is her fast 9 frame medium Fireball. This is a very good non armored wake up. Damage (12%) Shrouded (22%) It's also good for when you are throwing regular high and low fireballs from midscreen, opponent will eventually neeed to get in, so this move can be for rushdown wild opponents, or opponents that tjhink they can jump over her fireballs. This also obliterates projectiles. This is why it's hard to throw
3. Low Fireball This is her standard fireball. Used for great spacing with great hit advantage and block stun.
4. Air Close Fire Blast This is her close fireball that can be thrown in the air, it's great for catching your opponent when they are trying to run under Air Far Fireblast. This is the least used fireball I use. Damage (8%) Shrouded (18%)
5. Air Surging Blast This is such a great zoning tool, a fireball that takes the spots of low fireblast and high fireblast. Also used for armor breaking! Damage (16%) Shrouded (26%) Ex Air Surging Blast Glitch (36%)
6. Air Far Fire Blast This is meant for keeping your opponent at bay, making sure that they can't take advantage of the recovery of her fireballs. It's also has legit gimmicks. For Example Jump in whiff kick,--- (Air Far Fire Blast)
7. Dark Burst b3,1,2 String (If you would like to count this). Decided to include this move because it using her pyromancing abilities. Yes i'm aware... "You can't throw this move". This plus 2 string makes up for it and although it has a gap. b3,1 Is a very good stagger and is safe on block. You are not forced to take damage by any character in the game. Damage (9%) Shrouded (19%) Plus 2 fireball.
Okay so that does it with the fireballs.
2. Teleports are a huge deal in this meta of the game. Back teleport is sooo good for running away and forward teleport is basically a full screen jump in punch. If you are trying to be a good pyromancer zoner, it is a mandatory thing to learn instant air teleports. They are quick escapes if Tanya is in danger. Teleport cancel gimmicks are also a good necesity to learn, for example f2 telport cancel, or 24 teleport cancel. these are also free, get out of the corner cards.
3. Shrouds... Dark Shroud and Devil's Dust are one of the best mids in the game. So much hit advantage that she can mixup with fully charged f3 or f3 cancel into any string you desire. Not to meantion she can also throw or just rush back and continue zoning. Shroud is also great for spacing and it's -4 so it can't be punished by anyone. Some characters even have trouble poking back. It also adds, an additional 10% to all fireballs.
4. Recent stamina change. This stamina nerf was a huge buff for Tanya, The block and hit afvantage of the fireballs makes it hard for the opponent to get in regardless, but the stamina nerf was a cherry on top of what was already very good. Even if the opponent was to get wind and get in on fireballs, you are going to need to run, which causes stamina, while your opponent is running towards the Queen Tanya, any good Tanya will get notice and do a simple teleport back . (Instant Air preferably), from there, she can continue her zoning as she once was, while opponent has to keep trying again.
I decided to do a quick little matchup Chart against other honorable mention zoners.
Pyro vs Acidic 6-4
Pyro vs Kongurer 6-4
Pyro vs Buzzsaw 5-5
Pyro vs Heavy Weapons 7-3
Pyro vs Possessed 6-4
Pyro vs Balanced 5-5
Pyro vs Royal Storm 6-4
Pyro vs Assassin 6-4
Pyro vs Mounrful 7-3
Pyro vs Inferno 5-5
Pyro vs Piercing 5-5
Pyro vs Spec Ops 7-3
Pyro vs Full Auto 6-4
Pyro vs Shaolin 7-3
Pyro vs Ancestral 6-4
Pyro vs Pretty Lady 6-4
Pyro vs Hish Qu Ten 5-5
Pyro vs Necromancer 7-3
Pyro vs Bone Shaper 7-3
Pyro Cutthroat 7-3
Pyro vs Cybernetic 6-4
Pyro vs Alist 6-4
Pyro vs GunSlinger 7-3
Pyro vs Marksman 7-3
Pyro vs Flame Fist 6-4
Pyro vs Dragons Fire 6-4
Pyro vs Dualist 6-4
Pyro vs Deceptive 6-4
Pyro vs Nimble 6-4
Pyro vs Brood Mother 7-3
Pyro vs Sorcerer 5-5
Pyro vs Summoner 5-5
Pyro vs Tigrar Furry 5-5
Pyro vs AfterShock 7-3 (Debatable)
Pyro vs Metallic 7-3 (Debatable)
Pyro vs Crystalline 6-4
Pyro vs Sektor (5-5)
This concludes my reasoning as to why Pyromancer has probably the best zoning in the game
Update:
Pyro vs Special Forces 6-4
Pyro vs Necromancer 6-4
Pyro vs Possessed 5-5
2nd Update:
Pyro vs Mystic 5-5
Pyro vs Possessed 5-5
1. Pyromancer has 7 different complete ways to throw her fireballs, 9 if you know how to instant air them. All 7 have a unique purpose and a certain way to utilize them.
1. High Fireball This fireball is meant as an anti air and ending combos. It can also be used as more of a "get back" move. Damage (8%) Shrouded (18%)
2. Surging Blast This is her fast 9 frame medium Fireball. This is a very good non armored wake up. Damage (12%) Shrouded (22%) It's also good for when you are throwing regular high and low fireballs from midscreen, opponent will eventually neeed to get in, so this move can be for rushdown wild opponents, or opponents that tjhink they can jump over her fireballs. This also obliterates projectiles. This is why it's hard to throw
3. Low Fireball This is her standard fireball. Used for great spacing with great hit advantage and block stun.
4. Air Close Fire Blast This is her close fireball that can be thrown in the air, it's great for catching your opponent when they are trying to run under Air Far Fireblast. This is the least used fireball I use. Damage (8%) Shrouded (18%)
5. Air Surging Blast This is such a great zoning tool, a fireball that takes the spots of low fireblast and high fireblast. Also used for armor breaking! Damage (16%) Shrouded (26%) Ex Air Surging Blast Glitch (36%)
6. Air Far Fire Blast This is meant for keeping your opponent at bay, making sure that they can't take advantage of the recovery of her fireballs. It's also has legit gimmicks. For Example Jump in whiff kick,--- (Air Far Fire Blast)
7. Dark Burst b3,1,2 String (If you would like to count this). Decided to include this move because it using her pyromancing abilities. Yes i'm aware... "You can't throw this move". This plus 2 string makes up for it and although it has a gap. b3,1 Is a very good stagger and is safe on block. You are not forced to take damage by any character in the game. Damage (9%) Shrouded (19%) Plus 2 fireball.
Okay so that does it with the fireballs.
2. Teleports are a huge deal in this meta of the game. Back teleport is sooo good for running away and forward teleport is basically a full screen jump in punch. If you are trying to be a good pyromancer zoner, it is a mandatory thing to learn instant air teleports. They are quick escapes if Tanya is in danger. Teleport cancel gimmicks are also a good necesity to learn, for example f2 telport cancel, or 24 teleport cancel. these are also free, get out of the corner cards.
3. Shrouds... Dark Shroud and Devil's Dust are one of the best mids in the game. So much hit advantage that she can mixup with fully charged f3 or f3 cancel into any string you desire. Not to meantion she can also throw or just rush back and continue zoning. Shroud is also great for spacing and it's -4 so it can't be punished by anyone. Some characters even have trouble poking back. It also adds, an additional 10% to all fireballs.
4. Recent stamina change. This stamina nerf was a huge buff for Tanya, The block and hit afvantage of the fireballs makes it hard for the opponent to get in regardless, but the stamina nerf was a cherry on top of what was already very good. Even if the opponent was to get wind and get in on fireballs, you are going to need to run, which causes stamina, while your opponent is running towards the Queen Tanya, any good Tanya will get notice and do a simple teleport back . (Instant Air preferably), from there, she can continue her zoning as she once was, while opponent has to keep trying again.
I decided to do a quick little matchup Chart against other honorable mention zoners.
Pyro vs Acidic 6-4
Pyro vs Kongurer 6-4
Pyro vs Buzzsaw 5-5
Pyro vs Heavy Weapons 7-3
Pyro vs Possessed 6-4
Pyro vs Balanced 5-5
Pyro vs Royal Storm 6-4
Pyro vs Assassin 6-4
Pyro vs Mounrful 7-3
Pyro vs Inferno 5-5
Pyro vs Piercing 5-5
Pyro vs Spec Ops 7-3
Pyro vs Full Auto 6-4
Pyro vs Shaolin 7-3
Pyro vs Ancestral 6-4
Pyro vs Pretty Lady 6-4
Pyro vs Hish Qu Ten 5-5
Pyro vs Necromancer 7-3
Pyro vs Bone Shaper 7-3
Pyro Cutthroat 7-3
Pyro vs Cybernetic 6-4
Pyro vs Alist 6-4
Pyro vs GunSlinger 7-3
Pyro vs Marksman 7-3
Pyro vs Flame Fist 6-4
Pyro vs Dragons Fire 6-4
Pyro vs Dualist 6-4
Pyro vs Deceptive 6-4
Pyro vs Nimble 6-4
Pyro vs Brood Mother 7-3
Pyro vs Sorcerer 5-5
Pyro vs Summoner 5-5
Pyro vs Tigrar Furry 5-5
Pyro vs AfterShock 7-3 (Debatable)
Pyro vs Metallic 7-3 (Debatable)
Pyro vs Crystalline 6-4
Pyro vs Sektor (5-5)
This concludes my reasoning as to why Pyromancer has probably the best zoning in the game
Update:
Pyro vs Special Forces 6-4
Pyro vs Necromancer 6-4
Pyro vs Possessed 5-5
2nd Update:
Pyro vs Mystic 5-5
Pyro vs Possessed 5-5
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