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Urichinan

[P4A] Shadow Labrys - Combo Guide (Updated 9/12/2012)

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Main_Header_Combo_Thread.png

Contents:

1.) Introduction

1A.)
Combo Format Information

1B.)
Posting Rules

1A.)
Notation Guide

2.) Main Combos

2A.)

2B.)

2C.)

3.) Mortal Blow Combos

3A.)
Mid-Screen

3A.)
Near Corner

3A.)
Corner

4.) Unblockable Setups

4A.)
Buffalo Hammer+Guillotine Axe

4B.)
Buffalo Hammer+AoA

4C.)
Buffalo Hammer+Jumping Attack

Info_Bar_c01.png

Combo Format Information:

  • Combos written in Purple are main BnB's.
  • Each combo will have the damage and SP gain listed at the end.
  • Combos that use meter will have the meter reduction listed at the end in Green.
  • Clicking on "View" at the end of a combo will take you to a YouTube video demonstration of the combo.
  • Combos starting with Shadow Labrys are listed Solo > Solo Using Meter > With Persona > With Persona Using Meter.
  • ComboS starting with Labrys using persona attacks will have YPO/YOP listed at the start of the combo, to indicate the persona's position. (YPO= You > Persona > Opponent, YOP= You > Opponent > Persona)
  • Combos starting from a Persona attack are listed YPO > YPO Using Meter > YOP > YOP Using Meter. (If necessary)


    Posting Rules:

    • When posting a combo note the character it was tested on.
    • When posting a combo note the screen position. (Mid-screen, near corner, corner)
    • When posting a combo list damage and SP gain values.
    • Do not discuss anything that is not combo, oki or unblockable setup related.
    • Do not flame, troll or spam the thread.
    • Do not post combos for any character that is not Shadow Labrys.

    Continuously breaking the rules will result in infractions or a temporary ban.

    [table=width: 710, align: center]

    General Notations UsedSpecial Notation Used

    [table=width: 335, class: grid]

    j.Jump

    sj./hj.Super Jump/High Jump

    ad.Air Dash

    iad.Instant Air Dash

    mj./sh.Mini Jump/Short Hop

    dj.Double Jumpjc.Jump Cancel

    sjc./hjc.Super Jump Cancel/High Jump Cancelji.Jump Install

    dc.Dash Cancel

    CHCounter HitFCFatal Counter

    OMCOne More CancelOMBOne More Burst

    AoA~CAll-Out Attack ending with C finish

    AoA~DAll-Out Attack ending with D finish

    QEQuick EscapeATAir Turn

    { }Whiffed Input[ ]Hold Input

    (xN)Attack must deal N amount of hits.

    N(N)NAttack is input during another move.

    [???] xNRepeat ??? N amount of times.[/table]

    [table=width: 335, class: grid]

    DMG:Damage

    SP:SP Gain

    YPO:You|Persona|Opponent Positioning

    YOP:You|Opponent|Persona Positioning

    [/table][/tr][/table]

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2A.) Mid-screen

Normal Starters:

Collapsed: 5A:

NOTE: 5A > 5B/2A+B works on crouching characters without the need for a Counter Hit, however, 5A > 2B does not.

  • Solo:

    5AAAA (1154 DMG/23 SP Gained)
Collapsed: Alternative Version(s):
CH 5A > 5B > 2A+B (988 DMG/10 SP Gained)
CH 5A > 2B > j.B > dj.B > j.214B (1450 DMG/15 SP Gained)
Collapsed: Alternative Version(s):
CH 5A > 2B > j.A > j.B > dj.A > j.214B (1336 DMG/15 SP Gained)
This version is much easier, but deals less damage.
AA 5A > j.A > j.B > dj.B > j.214B (1191 DMG/13 SP Gained)
The only real reason to do this over an auto-combo would be for different oki setups.
Collapsed: Alternative Version(s):
AA 5A > j.A > j.B > dj.A > j.214B (1047 DMG/12 SP Gained)
This version is much easier, but deals less damage.


Solo Using Meter/One More Bursts:

Using Meter:

5AA > 214A+B > Dash > 5A > j.A > j.214A (1140 DMG/5 SP Gained/25 SP Spent)
Collapsed: Alternative Version(s):
5AA > 214A+B > Dash > 5AA > 214B > [4](1205 DMG/5 SP Gained/25 SP Spent)
Holding back at the end of the combo will put you right outside of DP distance against every character.

5AA > 214A+B > Dash > 2A > 5B > D+B (1300 DMG/5 SP Gained/25 SP Spent)

5AA > 214A+B > 214214A (1667 DMG/4 SP Gained/75 SP Spent)

5AA > 214A+B > Dash > 5A > j.A > j.214A > 214214A (2040 DMG/5 SP Gained/75 SP Spent)
CH 5A > 214A+B > Dash > 5AAAA (1364 DMG/5 SP Gained/25 SP Spent)

CH 5A > 214A+B > Dash > 5A > j.A > j.B > dj.A > j.214A (1197 DMG/4 SP Gained/25 SP Spent)
The only real reason to do this over an auto-combo would be for different oki setups. Delay the second j.A to assure the last hit of j.214A connects.
Collapsed: Alternate Version(s):
CH 5A > 214A+B > Dash > 5A > j.A > j.B > j.214A > 214214A (2075 DMG/3 SP Gained/75 SP Spent)

Using One More Bursts:

N/A

Using Both:

N/A


With Persona:

YPO: 5AAA~5C~A > 5C Hits (1572 DMG/31 SP Gained)
Collapsed: Alternate Version(s):
YOP: 5AAA~C~A > (5C Hits) 2A+B (1705 DMG/35 SP Gained)
Unlikely you'll ever need to use this in a match, but if your Persona is REALLY far away, you could use this to gain some extra damage/meter.
YPO: 5AA > 2C > 5B > (2C Hits) j.B > dj.A > j.214A (1744 DMG/20 SP Gained)
Collapsed: Alternate Version(s):
YPO: 5AA > 2C > 2A+B > (2C Hits) Dash Under Opponent > j.B > dj.A > j.214A (1744 DMG/20 SP Gained)
Use this version of the combo when you are further away from the opponent when 5AA hits, as using 5B from this distance will cause the 2C to whiff. You must dash under the opponent to keep Asterius from teleporting, ruining oki setups.

YPO: 5AAA > 2C > (2C Hits) j.B > dj.A > j.214A (1500 DMG/30 SP Gained)
If you're late on your 2C, dash under the opponent to before the air combo to keep Asterius from teleporting.
YOP: (5C) 5AA > (5C Hits) > 2B > j.B > dj.A > j.214A (1710 DMG/22 SP Gained)

YPO: CH 5A > 5B (5C) > 2A+B > 5C Hits (1710 DMG/17 SP Gained)
Not a very damaging combo, but it's really easy to hit-confirm into, and it works in positions where a 2C will whiff after the sweep.
Collapsed: Alternative Version(s):
YOP: CH 5A > 5B (5C) > 2A+B > (5C Hits) 2B > j.B > dj.A > j.214A (2039 DMG/27 SP Gained)
Really easy to confirm and leads into great oki.
YPO: CH 5A > 5B (2C) > 2A+B > (2C Hits) j.A > j.B > dj.A > j.214A (2031 DMG/23 SP Gained)
The go-to combo off a 5A > 5B string hit-confirm, sets up fantastic oki. If you are in a YOP position, and you want to go for YPO oki, you can dash under during 2C and go into the air combo, though you must omit the first j.A.
Collapsed: Alternate Version(s):
YPO: CH 5A > 5B (2C) > 2A+B > (2C Hits) Dash Under Opponent > j.B > dj.A > j.214A (2C) > (2C Hits) j.214B (2502 DMG/34 SP Gained)
Not a very practical combo for oki setups, as Asterius will still be recovering during the opponents tech, but it does a bit more damage, and builds a lot more meter.
YPO: CH 5A > 2B > j.B > dj.B > j.214B (2C) > (2C Hits) > j.B > dj.A > j.214A (2203 DMG/28 SP Gained)
Harder to hit-confirm than the 5B route, but leads to solid damage and oki.
Collapsed: Alternative Version(s):
YPO: CH 5A > 2B > j.B > dj.A > j.214B (2C) > (2C Hits) j.B > j.A > j.214A (2065 DMG/27 SP Gained)
Easier to do than the first combo, but sacrifices damage.


With Persona Using Meter:

YPO: 5AA > 214AB, dash 5A > jc.A > j.214A~2C |> [2C hits] j.214B (1639 DMG/6 SP Gained/25 SP Used/View)
YPO: 5AA > 214AB > 214B~2C |> [2C hits] j.214B (1688 DMG/6 SP Gained/25 SP Used/View)
YPO: CH 5A > 2B > jc.B > djc.B > j.214B~2C |> [2C hits] j.B > djc.A > j.214A > 236236C (2923 DMG/28 SP Gained/50 SP Used/View)
YPO: 5AA > 214AB > 214214C[2C, 5C], dash 2A > 5B, [2C hits] j.B > j.214B |> [5C hits] 214214, Titanomachia End, ]B[ (4505 DMG/7 SP Gained/125 SP Used/View)
YPO: 5AA > 214AB > 214214C[2C, 8C, 5C], dash 2A > 5B, [2C hits] j.B > djc.A > j.214A |> [8C hits] j.214B (first hit whiffs) |> [5C hits] 214214, Titanomachia End, ]B[ (4514 DMG/8 SP Gained/125 SP Used/View)
YPO: CH 5A > 2B > sjc.214B > 214214C[2C, 5C], 5AA, [2C hits] j.B > djc.A > j.214A |> [5C hits] 214214 > Titanomachia End > ]B[ (4535 DMG/11 SP Gained/100 SP Used/View)


2A

Solo:
  • 2A > 5B > 2AB (855 DMG/10 SP Gained/View)
  • CH 2A > 5AAAA (1012 DMG/24 SP Gained/View)
  • CH 2A > 2B > jc.B > djc.B > j.214B (1274 DMG/15 SP Gained/View)
  • CH 2A > AoA~C > j.B > djc.A > j.B > j.214B (1980 DMG/30 SP Gained/View)

    Solo Using Meter:
    • 2A > 5B > 2AB OMC, dash 5AAAA (1618 DMG/12 SP Gained/50 SP Used/View)
    • CH 2A > 2B > jc.B > djc.B > j.214B > 214214A (2174 DMG/15 SP Gained/50 SP Used/View)

      Using Persona:
      • YPO: 2A > 5B+5C > 2AB, [5C hits] (1501 DMG/17 SP Gained/View)
      • YPO: 2A > 5B~2C > 2AB, [5C hits] dash under opponent, j.B > djc.A > j.214A~2C |> [2C hits] j.214B (2212 DMG/34 SP Gained/View)
      • YPO: CH 2A > 5AAA~5C~A, [5C hits] (1363 DMG/31 SP Gained/View)
      • YPO: CH 2A > 2B > jc.B > djc.B > j.214B~2C |> [2C hits] j.B > j.214A (1923 DMG/27 SP Gained/View)
      • YPO: CH 2A > [D] AoA~C ]D[ > j.B > j.214B~2C |> [2C hits] j.A > j.214A (2243 DMG/38 SP Gained/View)

        Using Persona With Meter:
        • YPO: 2A > 5B > 2AB OMC, dash 5AAA~5C~A, [5C hits] (1922 DMG/12 SP Gained/50 SP Used/View)
        • YPO: 2A > 5B > 2AB OMC, dash 5A > jc.A > j.B > djc.A > j.214A~2C |> [2C hits] j.214B (1950 DMG/11 SP Gained/50 SP Used/View)
        • YPO: 2A > 5B~2C > 2AB, [2C hits] dash under opponent j.B > djc.A > j.214A > 236236C (2487 DMG/23 SP Gained/50 SP Used/View)
        • YPO: CH 2A > 2B > sj.214B > 214214C[2C, 5C], 5AA, [2C hits] j.B > j.214B [5C hits] > 214214, Titanomachia End, ]B[ (4376 DMG/11 SP Gained/100 SP Used/View)


5B

Solo:
  • 5B > 2AB (1349 DMG/9 SP Gained)
  • FC 5B, 5AAAA (1990 DMG/27 SP Gained)
  • FC 5B > 2B > jc.B > djc.B > j.214B (2286 DMG/18 SP Gained)
  • FC 5B > AoA~C > j.B > djc.A > j.B > j.214B (3097 DMG/33 SP Gained)
  • FC 5B > AoA~C > j.BB > djc.214B (3118 DMG/33 SP Gained)

    Solo Using Meter:
    • 5B > 2AB > OMC, dash 5AAAA (2248 DMG/11 SP Gained/50 SP Used)
    • 5B > 2AB > OMC, dash 5A > jc.A > j.B > djc.B > j.214B (2266 DMG/10 SP Gained/50 SP Used)
    • FC 5B > 2B > jc.B > djc.B > j.214B OMC, 2B > jc.B > djc.B > j.214B (3045 DMG/20 SP Gained/50 SP Used)
    • FC 5B > 2B > jc.B > djc.B > j.214B > 214214A (3186 DMG/18 SP Gained/50 SP Used)
    • FC 5B > AoA~C > j.B > djc.B > j.214B > 214214A (3972 DMG/32 SP Gained/50 SP Used)

      With Persona:
      • YPO: 5B+5C > 2AB > [5C hits] (2109 DMG/16 SP Gained)
      • YPO: 5B~2C > 2AB, [2C hits] dash under opponent j.B > djc.B > j.214B~2C |> [2C hits] j.214B (3097 DMG/36 SP Gained)
      • YPO: FC 5B > 2B > jc.B > djc.B > j.214B~2C, [2C hits] > j.B > djc.B > j.214B (3154 DMG/34 SP Gained)
      • YPO: FC 5B > [D] AoA~C ]D[ > j.BB > djc.214B~2C, [2C hits] j.214B (3510 DMG/43 SP Gained)
      • YPO: FC 5B > [D] AoA~C ]D[ > j.BB > 8C djc.214B, [8C hits] 214B (Last hit only) (3684 DMG/49 SP Gained)

        With Persona Using Meter:
        • YPO: FC 5B > 5AA > 214AB > 214214C[2C, 5C], dash 2A > 5B, [2C hits] j.B > j.214B, [5C hits] 214214, Titanomachia End, ]B[ (5183 DMG/10 SP Gained/125 SP Used)
        • YPO: FC 5B > 214AB > 214214C[2C, 8C, 5C], dash 2A > 5B, [2C hits] j.B > djc.B > j.214B |> [8C hits] j.214B (first hit whiff), [5C hits] 214214, Titanomachia End, ]B[ (5327 DMG/9 SP Gained/125 SP Used)
        • YPO: FC 5B > 2B > jc.B > djc.B > j.214B > 214214C[2C > 5C], 5AA [2C hits] > 2B > jc.B > j.214B, [5C hits] 214214, Titanomachia End, ]B[ (5778 DMG/14 SP Gained/100 SP Used)


2B

Solo:
  • 2B > jc.B > djc.B > j.214B (1784 DMG/15 SP Gained)
  • FC 2B, dash 5AA > 2B > jc.B > djc.A > j.214B (2049 DMG/18 SP Gained)
  • FC 2B > jc, falling j.BB > dash > j.B > djc.B > j.214B (2286 DMG/20 SP Gained)

    Solo Using Meter:
    • 2B > sj.214B > OMC > 2B > jc.B > djc.B > j.214B (2357 DMG/9 SP Gained/50 SP Used)
    • 2B > jc.B > djc.B > j.214B > 214214A (2696 DMG/15 SP Gained/50 SP Used)
    • FC 2B, dash 5AA > 2B > jc.B > djc.A > j.214B > 214214A (2949 DMG/18 SP Gained/50 SP Used)
    • FC 2B > jc, falling j.BB > dash > j.B > djc.B > j.214B > 214214A (3186 DMG/20 SP Gained/50 SP Used)

      With Persona:
      • YPO: 2B > jc.B > djc.A > j.214B~2C |> [2C hits] j.B > djc.A > j.214A (2473 DMG/26 SP Gained)
      • YPO: 2B > jc.B~8C > djc.A > j.214B > [8C hits] 214B (Last hit only) (2665 DMG/29 SP Gained)
      • YPO: FC 2B, dash 5AA > 2B > jc.B~8C > djc.A > j.214B > [8C hits] 214B (Last hit only) (3112 DMG/35 SP Gained)
      • YPO: FC 2B > jc, falling j.BB > dash > j.B > djc.B > j.214B~2C |> [2C hits] j.B > djc.B > j.214B (3112 DMG/35 SP Gained)
      • YPO: FC 2B > jc, falling j.BB > dash > j.B > djc.B+8C > j.214B > [8C hits] 214B (Last hit only) (3144 DMG/36 SP Gained)

        With Persona Using Meter:
        • YPO: 2B > jc.B > djc.B > j.214B~2C |> [2C hits] j.B > djc.A > j.214A > 236236C (3348 DMG/28 SP Gained/50 SP Used)
        • YPO: FC 2B > 214214C[2C, 5C], dash 5AA, [2C hits] j.B > j.214B, [5C hits] 214214, Titanomachia End, ]B[ (4821 DMG/7 SP Gained/100 SP Used)
        • YPO: FC 2B > 214214C[2C, 8C, 5C], dash 5AA, [2C hits] j.B > djc.B > j.214B |> [8C hits] j.214B, [5C hits] 214214, Titanomachia End, ]B[ (5173 DMG/8 SP Gained/100 SP Used)
        • YPO: FC 2B, dash 5AA > 2B > jc.B > djc.A > j.214B > 214214C [2C, 5C] > 5AA > 2B > [2C hits] j.B > j.214B, [5C hits] 214214, Titanomachia End, ]B[ (5340 DMG/17 SP Gained/100 SP Used) - Extremely consistent starter to confirm with regardless of the opponent's height makes this good despite slightly lower damage.
        • YPO: FC 2B > jc, falling j.BB > dash > j.B > djc.B > j.214B > 214214C [2C, 5C] > 5AA > 2B > [2C hits] j.B > j.214B, [5C hits] 214214, Titanomachia End, ]B[ (5683 DMG/22 SP Gained/100 SP Used) - Delay your jump cancel, and make sure to hit with j.B as low to the ground as possible.

5C

You can pickup from 5C mid-screen while in a YPO formation with proper timing and spacing. It's difficult to react to, and you can only do it if they haven't started sliding yet. These can be good for starting oki and resets, without chasing them down after the slide.

YPO:

[*]5C > 5B (2223 DMG/13 SP Gained)

[*]5C > 5AAAA (2663 DMG/31 SP Gained)

[*]5C > 5A > jc.A > j.B > djc.B > j.214A (2595 DMG/19 SP Gained)

YPO Using Meter:

[*]5C > 5A > jc.A > j.B > djc.B > j.214A > 236236C (3315 DMG/19 SP Gained/50 SP Used)

[*]5C > 5A > jc.A > j.B > j.214B > 214214A (3433 DMG/18 SP Gained/50 SP Used)

YOP:

[*]5C > 2B > jc.B > djc.A > j.214B~2C |> [2C hits] j.B > j.214A (3300 DMG/31 SP Gained)

[*]5C > 5AAA~5C~A, [5C hits] (2967 DMG/38 SP Gained) - sets up ambiguous crossup safejump oki, if done midscreen you need to run the opponent back towards Asterius to keep him from teleporting

YOP Using Meter:

[*]5C > 2B > jc.B > djc.A > j.214B > 236236C (3491 DMG/20 SP Gained/50 SP Used)

[*]5C > 2B > jc.B > djc.B > j.214B > 214214A (3663 DMG/22 SP Gained/50 SP Used)

2C

YPO:

  • `

[*]2C > j.B > djc.A > j.214B~2C |> [2C hits] j.B > djc.A > j.214A (2948 DMG/29 SP Gained)

YPO Using Meter:

8C

YPO:

[*]8C > 214B (Last Hit Only) (2583 DMG/18 SP Gained)

[*]8C > j.A > j.B > djc.A > j.214A (2432 DMG/17 SP Gained)

[*]8C > j.B > djc.A > j.214B (2477 DMG/17 SP Gained)

[*]8C > j.B > djc.A > j.214B~2C |> [2C hits] j.A > j.214A (2979 DMG/28 SP Gained)

YPO Using Meter:

Skill/Skill Boost Starters:

[*]-

[*]-

[*]-

[*]-

System Starters:

CH Furious Action

Without Meter:

[*]CH B+D, (dash if cornered) 5A > 214A (1229 DMG/9 SP Gained)

[*]CH B+D, (dash if cornered) 5A > jc.A > j.214A (1313 DMG/11 SP Gained)

[*]CH B+D > 2C~5AA, [2C hits] j.B > djc.A > j.214A (1780 DMG/20 SP Gained)

[*]CH B+D, 8C (dash if cornered) 5A > j.A > j.214A |> [8C hits] 214B (Last hit only) (1962 DMG/27 SP Gained) - Asterius's location doesn't matter at start, most straight damage.

Using Meter:

SP Skill/Awakening SP Skill Starters:

[*]-

[*]-

[*]-

[*]-

[*]CH B+D > 214214C[2C, 5C] dash 5AA > [2C hits], j.B j.214B |> [5C hits] 214214, Titanomachia End, ]B[ (4358 DMG/7 SP Gained) - Easy, simple Titanomachia combo for whenever Asterius is near enough.

[*]CH B+D > 214214C[8C, 214C] 9j j.A > j.214A [8C hits], j.214B [214C hits], 214214, Titanomachia End, ]B[ (4438 DMG/7 SP Gained) - Can't connect 9j j.A in reverse corner, but slightly more damage and 8C starter means Asterius' starting position doesn't matter.

[*]-

[*]8C > j.B > djc.A > j.214B > 236236C (3197 DMG/19 SP Gained/50 SP Used)

[*]8C > j.B > djc.A > j.214B > 214214A (3377 DMG/17 SP Gained/50 SP Used)

[*]2C > j.B > djc.A > j.214B~2C, [2C hits] j.B > djc.A > j.214A > 236236C (3668 DMG/29 SP Gained/50 SP Used)

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2B.) Near Corner

Normal Starters:

5A

  • -


2A

  • 2A > 5B(5C) > 2A+B > (5C hits) IAD j.BB > j.214B (2052 DMG/28 SP Gained) - Sets up one-hit 214A.


5B

  • -


2B

  • -


5C

  • -


2C

  • -


8C

  • -



Skill/Boost Skill Starters:

214A

  • (5C) 214A (1-hit) > (5C hits) IAD j.BB > j.214B (2717 DMG/26 SP Gained) - Sets up one-hit 214A.


214B

  • -


214A+B

  • -


j.214A

  • -


j.214B

  • -


j.214A+B

-


236C/D/C+D

236C/D/C+D

214C

214D

214C+D

4(Charge)6C/D/C+D

System Starters:

All Out Attack (5A+B)

2A+B

B+D

Throw

SP Skill/Awakening SP Skill Starters:

[*]-

[*]-

[*]-

[*]-

[*]-

[*]-

[*](5C) 2A+B > (5C hits) IAD j.BB > j.214B (2409 DMG/23 SP Gained) - Sets up one-hit 214A.

[*]-

[*]-

[*]-

[*]-

[*]-

[*]-

[*]-

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2C.) Corner

Normal Starters:

5A

  • 5AA(2C) > (2C hits) j.BB > j.B > j.214A (1713 DMG/21 SP Gained) - Sets up one-hit 214A.
  • 5AAA(2C) > (2C hits) j.BB > j.B > j.214A (1723 DMG/35 SP Gained) - Cannot easily set up one-hit 214A like the above combo can, but gains much more meter.


2A

  • 2A > 5B(5C) > 2A+B > (5C hits) neutral jump, falling j.BB > j.214B (2052 DMG/28 SP Gained) - Sets up one-hit 214A.
  • 2A > 5B(5C) > 2A+B > (5C hits) 2B j.BB > j.A j.214A (2162 DMG/30 SP Gained) Slightly more damage/meter, but opponent can tech a touch earlier and so one-hit 214A fails.


5B

  • -


2B

  • -


5C

  • -


2C

  • -


8C

  • -



Skill/Boost Skill Starters:

214A

  • (5C) 214A (1-hit) > (5C hits) neutral jump, falling j.BB > j.214B (2717 DMG/26 SP Gained) - Sets up one-hit 214A.
  • (5C) 214A (1-hit) > (5C hits) 2B j.BB > j.A j.214A (2872 DMG/28 SP Gained)


214B

  • -


214A+B

  • -


j.214A

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j.214B

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j.214A+B

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236C/D/C+D

236C/D/C+D

214C

214D

214C+D

4(Charge)6C/D/C+D

System Starters:

All Out Attack (5A+B)

2A+B

B+D

Throw

SP Skill/Awakening SP Skill Starters:

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[*](5C) 2A+B > (5C hits) 2B j.BB > j.A j.214A (2544 DMG/26 SP Gained) - Sets up one-hit 214A.

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Info_Bar_c04.png

Most, if not all of Shadow Labrys' unblockables can be escaped in some way, but they are still strong. For the most part, Shadow Labrys is safe during these resets, you still need to be cautious though. In the list below I will note how each setup works, what you can do after it, and how much each setup deals in damage and gains in SP.

Unblockable Setups

4A.) Buffalo Hammer+Guillotine Axe:

  • 5AAA(214C)A > (214C Hits) 214A
    This setup works only when they don't mash or jump on wake-up. It's most useful when they start respecting your mixup.
  • j.214A/B (214C) > 214A
    Slightly tighter than the ground Guillotine Axe version, but can be escaped the same way.
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4B.) Buffalo Hammer+AoA:

  • 5AAA(214C)A > (214C Hits) AoA
    This setup works slightly more than the Guillotine Axe setup, however it's harder to pickup a combo with. It can be escaped by jumping and mashing.
  • j.214A/B (214C) > AoA
    Slightly tighter than the ground version. Positioning yourself correctly can make yourself safer than the ground setup.
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4C.) Buffalo Hammer+Jumping Attack

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Combo #1

YPO: FC 2B(236C) > 214B (2nd hit only) > (236C hits) > (backdash if far hit) > dash > j.B > dj.A > j.214B(2C) > (2C hits) > j.214B (3328 DMG/39 SP Gained) Good damage and corner carry for 0 SP and mid-screen position. All versions of this combo can start with FC 5B > 2B(236C) > 214A instead for similar damage.

Combo#1 ver. 2

YPO: FC 2B(236C) > 214B (2nd hit only) > (236C hits) > (backdash if far hit) > dash > j.BB > dj.214B(5C) > (5C hits) > 214B (2nd hit only) (3631 DMG/47 SP Gained) Stronger still, but only works if you reach the corner.

Combo#1 ver. 3

YPO: FC 2B(236C) > 214B (2nd hit only) > (236C hits) > (backdash if far hit) > dash > j.BB > dj.214B(5C) > (5C hits) > 214214A (4281 DMG/38 SP Gained/50 SP Used) Not quite as strong as an optimized Titanomachia combo but builds more meter and offers good oki.

Combo #2

YPO: FC 2B > 214B (2nd hit only) > 236236D > 5AA > 2B > sj.B > j.214B(5C) > (5C hits) > dash > 2A+B (3745 DMG/16 SP Gained/50 SP Used) Highest damage I could get before awakening with 50 SP.

Combo #3

FC 2B > sj.B > j.214B > 214214D (214C > 5C) > 5AA > 214A (2nd hit only) > (214C hits) > dash under > 214B (2nd hit only) > (5C hits) > 214214 > (214214D hits) > ]B[ (5446 DMG/15 SP Gained/100 SP Used) Reliable Titanomachia combo that switches sides with the opponent. Best used when cornered to gain the positional advantage.

Combo #4

CH B+D > 214214D (214C > 5C) > (dash if cornered) > 2A > 5B > (214C hits) > dash under > 214B (2nd hit only) > (5C hits) > 214214 > (214214D hits) > ]B[ (4688 DMG/8 SP Gained/100 SP Used) Same deal as Combo #3, but starts with a DP. Easiest when done while cornered.

Combo #5

YPO: CH 214B+D > 2A > (214D hits) > 214A (1774 DMG/18 SP Gained) Simple DP combo that does about as much damage as the 2C combo but is easier.

Combo #6

corner: j.CD(8C) > j.214B > (8C hits) > 214B (2nd hit only)

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Uhh i see no Fatal burst combo so hey...

FC 5B>sweep>Burst> 236236D> 5AAA>214214C(2C>8C>5C)>2a>5B(2C hits)>SJ.JBB>delay J214B(8C hits)>j214B(last 2hits only)>214214B~Charge(5C hits)>214214C activates>214214B release.

Does 5.8k iirc and cost 150 heat + burst

FC 5B>sweep>burst>5B>214A+B>214214C(2c>8c>5C)>5B>sweep(2C hits)> jbb>dj.j214B(8c hits)>j214b(last 2 hits)>5c hits>214214B charge (214214c activates)>DD release

Does 6.3k cost 150heat + burst

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