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MikelAL93

[P4A] Yukiko vs. Labrys

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Discuss the matchup between Yukiko and Labrys here.

Matchup Summary

Yukiko's Tools

Her 5B/2B/JB Fans:

Dia:

Agi and Maragi:

Labrys' response to them

Her 5B/2B/JB Fans:

Dia:

Agi and Maragi:

Labrys' Tools

Yukiko's response to them

The verdict of this matchup

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I feel like every match-up is becoming a problem for Yukiko. With Labrys her jump B covers a ridiculous amount of the screen and you can't do much to counter it once it's happening. You can't anti-air it either.

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I feel like every match-up is becoming a problem for Yukiko.

Only played for two days but I feel the same way.

A pre-emptive 5A or airthrow might help with j.B... either that or just runaway/block.

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Air throw doesn't have near the amount of range that labrys jump B has.

I think it's tough too for the same reasons. A well placed anti-air fan into stand C is how I've been dealing with it. The crouch C doesn't always connect, so I usually just leave it at that and backdash. Just take the negative penalty for laming it out.

If she pressures you, don't forget you can interrupt any blockstring with forward a+b. IMO it's actually worth the meter. Labrys should actually have a hard time getting in once you get to full screen since you can keep chucking your persona. If you use maragi, pop it early because labrys will have a hard time jumping over it and she'll probably roll right into an early maragi if she tries that option. If it's a maragi©, you can follow up by dashing in with st.A j.A j.qcfB

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Air throw doesn't have near the amount of range that labrys jump B has.

I think it's tough too for the same reasons. A well placed anti-air fan into stand C is how I've been dealing with it. The crouch C doesn't always connect, so I usually just leave it at that and backdash. Just take the negative penalty for laming it out.

If she pressures you, don't forget you can interrupt any blockstring with forward a+b. IMO it's actually worth the meter. Labrys should actually have a hard time getting in once you get to full screen since you can keep chucking your persona. If you use maragi, pop it early because labrys will have a hard time jumping over it and she'll probably roll right into an early maragi if she tries that option. If it's a maragi©, you can follow up by dashing in with st.A j.A j.qcfB

this is good stuff, my friend plays labs and Ive definitely found her j.b to be the big problem.

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There's a labrys wrecking people right now in a room I created. Doesn't seem like anyone has an answer to her strategy. I had some luck keeping her out, but she'll jump in towards me with a Jump B and it's hard to deal with. If she hits you with it I feel like there's such a large amount of hit stun that she has a lot of leeway to combo after. She also has her chain hook she can throw at you from a distance, so that's something to watch out for if you think you're safe from far away.

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There's a labrys wrecking people right now in a room I created. Doesn't seem like anyone has an answer to her strategy. I had some luck keeping her out, but she'll jump in towards me with a Jump B and it's hard to deal with. If she hits you with it I feel like there's such a large amount of hit stun that she has a lot of leeway to combo after. She also has her chain hook she can throw at you from a distance, so that's something to watch out for if you think you're safe from far away.

Don't throw unnecessary fans, unless it's absolute max screen. She can air dash over them and connect with a jump b, or at least make you block one, which is bad anyways. Remember she can't link low A to stand A, so if you are blocking low a, the worst she can do to go high is a standard A+B, and I don't think she can qcf.a/b from a low a.

IDK, i'm still new to this too.

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movement is key IMO

Conveniently, this game allows a lot of freedom in the air. Throw a fan on the way up that will cover the area she's in, in relation to where you are.. from there you can air dash away from her, or over her and throw another fan (air turn if you pass over), call your persona - either to delay your fall with jC or cover ground with jD, or just a plain old falling jA depending on her position vs yours.

If you just sit there trying to AA her jB, you will die. Once in a grip, if your spacing is correct, you can get CH 2B into maragi confirm. but more often it's better to move around to angles where she's unlikely to catch you. If you're caught in a spot where she's going to be able to force a jB on you (ie where 1/2/3B will lose/you have to block) you can could nab a roll out, just don't get over zealous with it, or you get baited and die.

Most importantly though, if you're moving around the screen and keeping her away - she's not gaining any axe level. If you're just sitting in place trying to zone her from one position, she will eventually make it in - and even if you're not getting hit, she's getting axe level from the pressure, which is scary. So move move move.

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Air throw doesn't have near the amount of range that labrys jump B has.

I think it's tough too for the same reasons. A well placed anti-air fan into stand C is how I've been dealing with it. The crouch C doesn't always connect, so I usually just leave it at that and backdash. Just take the negative penalty for laming it out.

If she pressures you, don't forget you can interrupt any blockstring with forward a+b. IMO it's actually worth the meter. Labrys should actually have a hard time getting in once you get to full screen since you can keep chucking your persona. If you use maragi, pop it early because labrys will have a hard time jumping over it and she'll probably roll right into an early maragi if she tries that option. If it's a maragi©, you can follow up by dashing in with st.A j.A j.qcfB

Keep chucking your persona? How exactly do you go about it? Cus anyone can just evasive action pass that.

If I knock her away with Agi B I'll hold it and 3D, let go of B, 6BB, 5C, 2C, Agi A. It's a pretty good follow up after knocking Labrys full screen, but there's usually not much you can do afterwards.

Also I rarely use Miragi against Labrys full screen as she can super jump, dash and then B. She jumps right over a popped Miragi.

Don't throw unnecessary fans, unless it's absolute max screen. She can air dash over them and connect with a jump b, or at least make you block one, which is bad anyways. Remember she can't link low A to stand A, so if you are blocking low a, the worst she can do to go high is a standard A+B, and I don't think she can qcf.a/b from a low a.

IDK, i'm still new to this too.

You're advice is mostly on the money. Blocking low is for the best. Though for a true blockstring she can chain 2A,2A,2A,sweep,qcbA/B

But yeah her overheads are still slow and easy to react to.

What my main problem with her overheads is that if she does a semi-decent blocksting and then drops it for either overhead you can't punish with Dia as Labrys is too far away. You won't be hit by the overhead, but she can then punish your Dia because she recovers faster.

movement is key IMO

Conveniently, this game allows a lot of freedom in the air. Throw a fan on the way up that will cover the area she's in, in relation to where you are.. from there you can air dash away from her, or over her and throw another fan (air turn if you pass over), call your persona - either to delay your fall with jC or cover ground with jD, or just a plain old falling jA depending on her position vs yours.

If you just sit there trying to AA her jB, you will die. Once in a grip, if your spacing is correct, you can get CH 2B into maragi confirm. but more often it's better to move around to angles where she's unlikely to catch you. If you're caught in a spot where she's going to be able to force a jB on you (ie where 1/2/3B will lose/you have to block) you can could nab a roll out, just don't get over zealous with it, or you get baited and die.

Most importantly though, if you're moving around the screen and keeping her away - she's not gaining any axe level. If you're just sitting in place trying to zone her from one position, she will eventually make it in - and even if you're not getting hit, she's getting axe level from the pressure, which is scary. So move move move.

Awesome advice. I'd love to see a video of the matchup if you have anything to record with. I'm trying to work on my mobility, but if I ever approach Labrys I'm usually met with 5B or 2B dependent on if I'm in the air or not. 2B also does hit behind her as well so going over her hasn't worked out for me too well. If she's in the air with a normal jump there's no getting pass her without being hit by j.B

The only time I can move under her j.B is when she superjumps over a popped Miragi. So save for her superjumps I find myself being threatened towards the corner and I find myself forced into blocking j.B

Though it's usually not directly over me when I'm in the corner. Just close enough so I can't leave or hit with C. Labrys will then usually stand at that perfect spot where 2A and Dia can't hit. Leaving me with only my sweep and 5A as my options to keep her off of me.

Alright onto my advice for the matchup. Something that definitely helps is that Labrys can practically never counter you. If she goes for her counter on wakeup you can hit with 5AA into Dia. Neither counter hits and you recover faster then her so you can combo from 2A for free.

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Agi's are you friend in this matchup, instead of chucking fans at her from midscreen keep an agi in front of you, and if possible in the air enough to catch a dash in j.B. Either way it limits her options as to getting in which is pretty much your goal in this matchup. Against lower level Labrys players you can probably bait DPs with pressure, but be careful on the range, it's roughly a quarter of the screen.

Anyone know if the chain (EX or otherwise) is air unblockable? I felt like I got hit by it when I was guarding but I could be dumb and pressed a button instead.

Labyr's j.B

An early enough correctly angled fan will catch it and let you get into CH Maragi but you need to watch how close you are.

Throw will beat it out clean assuming you're not trying to actually go through the move.

No recovery on it though so don't think you're gonna punish it if you miss your chance.

Also I'm not sure how viable it is, but it needs testing. But if someone's just rolling out the super after the axe drop bursting above them will basically put you in super position to punish their super since you won't get hit so I don't think they can OMC then.

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This may piss off Labrys players, but I don't care lol.

The best way to fight this match is to just lame it out. Plain and simple.

 

Labrys has the better normals, better damage output and the better recovery. You will have a very hard time getting in and opening Labrys up because of this, and it's just not worth it, since Labrys can just work some combo on you until she gets Red Axe, then super you to death.

 

Simply back off and rely on zoning to take care of her. Watch for when she's in the air, because you know a j.5B is coming. I'll touch on that later.

Try not to be in the air so much, or at least when advancing towards her, because she has 2B and it will mess you up.

Labrys' DP is really easy to counter, as for some odd reason it's fairly obvious to see when it's coming. If she has less than 50 meter simply Dia to avoid it, otherwise just roll/get behind her before she pulls it off to avoid her canceling into supers.

When she's got you against the corner, all you're really looking for is either 2A+B (sweep) to short hop over/roll past/Dia through/etc. or 214A/B to roll past/punish with super. If she has meter she may OMC in order to continue her blockstring, but don't let it faze you. All you're looking for either 2A+B or 214A/B (or a throw, but that's like the "in the back of your subconscious" kind of option)

When you have her in the corner, watch out her DP, her meter, and her 5A which will be most likely the fastest normal she's got in that situation.

 

When dealing with her aerial j.5B, you need to think fast. A correctly placed fan will give you a CH, while a roll will completely make the move whiff and give you room to escape. Dia will knock her back. Whatever you do, just don't try to sit there and block the attack because that gives Labrys all the more advantage to screw you up in the long run. As I stated before, the farther you are away from Labrys the better, because she cannot gain Red Axe from this position, and her only reliable long range attack, Chain Knuckle can only do so much.

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