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NickExtreme1

[P4A] Labrys - Introductory Combo Thread

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Main_Header_Combo_Thread.png

Contents

1.) Introduction

2.) Main Combos

2A.)
Axe Level 1/2/3 Starter

2B.)
Axe Level 4 Starter

2C.)
Axe Level 5 Starter

Info_Bar_c01.png

  • This thread is for posting any and all combos for Labrys. This thread will be updated continuously over time so all contributions are welcome. Info will be coming soon! Special thanks to AzureRevolver (Setsuna at Mayonaka Midnight) and Kurushii for the layout and information!

[table=width: 710, align: center]

General Notations UsedSpecial Notation Used

[table=width: 335, class: grid]

j.Jump

hj.High Jump

ad.Air Dash

iad.Instant Air Dash

mj.Mini Jump

dj.Double Jumpjc.Jump Cancel

hjc.High Jump Cancelji.Jump Install

dc.Dash Cancelsc.Super 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

(N)Attack must deal N amount of hits.

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

[table=width: 335, class: grid]

DM:Damage

SP:SP Gain

TextCounter Hit Combos[/table][/tr][/table]

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Info_Bar_c02.png

Axe_Level_1.pngAxe_Level_2.pngAxe_Level_3.png2A.) Axe Level 1/2/3 Starter

Special Note

Your main priority in the lower axe levels is to increase your axe gauge. There aren't many damaging combos within the lower axe levels due to the lack of added hitstun/damage increase so theres no point in really trying, in most cases you might be better off doing a simple auto combo.

Mid-screen

5A

  • 5AAA
  • 5AAA > 236B > 6 > A
  • 5AA > 214A+B > 22A/B > 5A/2A > 2B > (sword hit) > j.B > 5A > 5B > 2A+B (sweep) > Oki/214A

    2A
    • 2A > 5B > Sweep > 214A(Damage: 1,365)
    • 2A > 5B > Sweep > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,189) [50 SP]
    • CH 2A > 2B > jc > j.B > jc. > j.B > j.C > j.214B (Damage: 1,657)


      5B
      • 5B > sweep > Oki/214A
      • 5B > sweep > 214A (Damage: 1,978)
      • 5B > sweep > OMC > 2A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,905) [50 SP]

        j.B
        • j.B > land > 5B > sweep > OMC > 5A > 2B > jc. > j.B > jc. > j.B > j.C > (Damage: 2,944) (It's possible to combo this without CH but it depends on char. and how high you are) [50 SP

          5C
          • 5C > 214A+B > 22A > 2A > 5B > [22B hit~hit] > 2B > sjc. > j.B > j.C > j.214B (Damage: 2127) [25 SP]
          • 5C > 236A > 6~A > (Damage: 1,054)
          • 5C > Sweep (Damage: 930)

            System Starters
            • Sweep > Oki/214A (Damage: 1,492)
            • Sweep > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,454)
            • Throw > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,603)
            • AoA[max]~C > j.B > jc. > j.B > j.C > j.214B (Damage: 2,645)

            SP Skill / Awakening SP Skill Starters

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            Corner

            Normal Starters

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            Skill / Boost Skill Starters

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            System Starters

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            SP Skill / Awakening SP Skill Starters

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Axe_Level_4.png2B.) Axe Level 4 Starter

Mid-screen

5A:

  • 5A > 5B > 236A > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,508)
  • 5A > 5B > 236A > 6~A+B > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B(Damage: 2,847) [25 SP]
  • 5AA > 236B > 6~A+B > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,405) [uses 25 SP]
  • 5AA > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,165)


    j.B:
    • j.B > 5B > 236A > 6~A+B > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage 3,287) [25 SP]
    • j.B > 5B > 236A > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,948)
    • j.B > 5B > sweep > 214A > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 3,175) [50 SP]
    • j.BB > land > 66 > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage 2,545)

      2B:
      • 2B > jc. > delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,854)



Corner

Normal Starters
  • -
  • -
  • -
  • -


    Skill / Boost Skill Starters
    • -
    • -
    • -
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      System Starters
      • -
      • -
      • -
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        SP Skill / Awakening SP Skill Starters
        • -
        • -
        • -
        • -


Axe_Level_5.png2C.) Axe Level 5 Starter

Mid-screen

Normal Starters
  • 5AA > 66 > 5AA > 2C > [b+D] > 5AA > 2C > [b+D] > 5AAAA (2951 DMG)
  • 5AA > 66 > 5AA > 2C > [b+D] > 5AA > 2C > [b+D] > 5A > 2B > j.C > Air Gullotine > D Moujuu (6019 DMG/37 SP)
  • 5AA > 66 > 5AA > 2C > [b+D] > 5A > 2C > [b+D] > 2A > 2B > Guillotine > D Mokyuu (4.9k DMG, Requires 50 SP)
  • FC B+D > 5A > 2C > [b+D] > 2A > 2B > Guillotine > D Mokyuu (Requires 50 SP)
  • Throw > OMB > 2C > [b+D] > 5A > 2C > [b+D] > 2A > 2B > Guillotine > D Mokyuu (7.1k DMG, Requires Burst and 50 SP)
  • 5A > 2B > 2C > Guillotine > A Tsurugi > 2B > B Guillotine~Release A > 66 > [5B] > 2A+B > D Mokyuu (4k DMG, Requires 50 SP)
  • 5A > 2B > SB Guillotine > B Tsurugi > 2A > 2B > 214214A (4.9k DMG, Requires 75 SP)
  • 5A > 2B > 2C > SB Guillotine > B Tsurugi > 66 > 2A > 2B >214214A (4.8k DMG, Requires 50 SP)
  • j.B > 5A > 2B > SB Guillotine > B Tsurugi > 2A > 2B > 214214A (Requires 50 SP)
  • j.B > 5A > 2B > 2C > [b+D] > SB Guillotine > B Tsurugi > 214214A (5.2k DMG, Requires 50 SP)
  • 5AA > 66 > 5AA > 2C > [b+D] > 2A > 2B > SB Guillotine > Tsurugi A > 2A > 2B > 214214A (5.3k DMG, Requires 75 SP)
  • FC B+D > 2A > 2B > SB Guillotine > A Tsurugi > 2A > 2B > 214214A (4.8k DMG, Requires 75 SP)
  • Throw > OMB > 2C > [b+D] > 2A > 2B > SB Guillotine > A Tsurugi > 2A > 2B > 214214A (6.4k DMG, Requires 75 SP and Burst)

Skill / Boost Skill Starters

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System Starters

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SP Skill / Awakening SP Skill Starters

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Corner

Normal Starters

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Skill / Boost Skill Starters

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[*]-

[*]-

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System Starters

[*]-

[*]-

[*]-

[*]-

SP Skill / Awakening SP Skill Starters

[*]-

[*]-

[*]-

[*]-

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In red axe I've found the best combo to be xx into [b+d], 66, 5a, 2c, [b+d], 66, 2a, 2b, 214b, into either c or d super. This works off of the starters:

5aa, 66, 5aa, 2c

fc b+d

fc 2b, 66, 5aa, 2c

fc j.b, 5aa, 66, 5aa, 2c

throw, omc, 5aa, 2c

all resets into spike(214a, 2a+b, throw).

For reset, fc 2b, fc 5a, and fc b+d starters you can add a second 5a after the first b+d.

In the corner I've been doing 5aa, 5a, j. bb, j.d, jc. b, j.c, 214b, 236236d for non fc starters. Off any fatal you can go into 2c loops and finish with j.bb, jc. j.bb, j.c, 214b.

Sorry for lack of organization.

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how much damage does your corner combo do? the non fc one.. the one i do is something like 5aa>5a>5b>236a>6+a followup>recover then jbb>jbb>c>214b>236>236d

needs atleast yellow axe going into red by the time you do the chain follow up i think

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Whiffing her axe will level it up. So far her weapon will level up to three by itself. From there 4 & 5 must use either pressure or whiffs. So whiffing normals = good!

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Whiffing her axe will level it up. So far her weapon will level up to three by itself. From there 4 & 5 must use either pressure or whiffs. So whiffing normals = good!

I wouldn't really say that it is good. If you're whiffing your attacks, then you're also leaving yourself open to be attacked by your opponent more often than not. Plus, my -limited- experience with Labrys so far has shown that, while its a nice assist, you're still way better off on connecting your attacks than not.

I'm still trying to find some combos myself that help with getting her up to Red Axe level to go along side with learning Red Axe combos. So far I don't really have much of either, and when I do end up in Red Axe, I tend to just use it up on Weaver Arts: Beast D or Brutal Impact supers.

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Whiffing her axe will level it up. So far her weapon will level up to three by itself. From there 4 & 5 must use either pressure or whiffs. So whiffing normals = good!

Not really good depending on the match up but in a majority of them the opponent can hit you from the other side of the screen so its not really recommended and doesn't even give you a solid increase. Once you're at green just focus on getting in and hitting your opponent first and then you can build your gauge from there.

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how much damage does your corner combo do? the non fc one.. the one i do is something like 5aa>5a>5b>236a>6+a followup>recover then jbb>jbb>c>214b>236>236d

needs atleast yellow axe going into red by the time you do the chain follow up i think

If you're still at yellow off the followup, you can do 236A > 6, A > land > j.A > j.C > j.214A/B, if I recall correctly. Can't confirm that right now, though. It's completely not follow-up-able at green axe, though.

For corner loops, I actually tend to do 5AA > 5AA > 5AAA > A+B > oki, where oki is either 5B or 22A or other random crap. 5B there is interesting because if you space yourself correctly, the opponent will air-tech directly into a 2B, which is a nice reset.

Unfortunately, I tend to hit people in the corner with 2A or 5B and not 5A, so it usually just turns into chain knuckle follow-up combos, and I tend to just opt for the really really easy j.A > jc j.A > j.C > j.214A/B combo instead of the 2B > j.BB > jc j.BB > j.C > j.214A/B one. >_>

Whiffing her axe will level it up. So far her weapon will level up to three by itself. From there 4 & 5 must use either pressure or whiffs. So whiffing normals = good!

Whiffing is pretty bad. The amount your axe goes up by is almost unnoticeable. The only times you want to whiff normals is when you're backing off or doing something where the whiffed normal actually serves a purpose other than just building axe gauge. An IAD back j.B is fairly safe, provides some cover if the opponent chases you, and recovers because you land immediately. Stuff like that is okay. Whiffing normals just to build axe gauge is not recommended.

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Yeah i just thought i should bring it up. But i got to sit down and play someone really today. All I can say is 5a 5a> 5a 5b > 236b >sweep early. Will be safe at a certain distance if you want to apply solid pressure mid screen. Theres more but im just to tired to type it all out. Ill tell you more tomorrow afternoon when i test it on another character. So far only Aigis its viable on.

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So this is probably pretty useless since we are more or less striving for yellow/red axe but i've been messing around with green and found a midscreen combo.

5aaa > 236b > 6ab > j.a > j.c > j214b (1937) (3712 with yellow 236236D ender)

Its a 600ish dmg difference from auto combo or a quick sweep string, like i said i feel like it'll be useless but maybe someone will see some good in it?

Was testing while posting this and it doesnt seem to work with j.b starter, drops at j.c

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I've used that a couple times before. Not a huge amount of use, but still an option to have around.

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if you get a pretty close 5aa to connect.. you can 5aa>236a>5a>jA>jc>214a. slightly more damage, leads to yellow axe and uses no meter. the rocket arm to 5a link is really tight and you have to be close so as far as practicallity goes.. i dunno XD

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Found a couple with the red axe

Midscreen

CH.j.B>2B.j.BB>land>66>sj.B>j.C>j.214B>236236D [5.7k damage] [50 heat]

CH.j.B>2B>2C>214AB>236A>6>A>66>2B>sj.B>C>214B>236236D [6.5k damage] [75 heat]

CH.j.B>5AA>5A>236A>6>A>66>2B>sj.B>C>214B>236236D [5.4k damage] [50 heat]

Now I just have to apply them in a match.

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whats heat? XD

that second combo looks fun, ill hafta work something off that once i get to CH combos

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whats heat? XD

that second combo looks fun, ill hafta work something off that once i get to CH combos

lol still have BB on my mind playing P4A

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if you get a pretty close 5aa to connect.. you can 5aa>236a>5a>jA>jc>214a. slightly more damage, leads to yellow axe and uses no meter. the rocket arm to 5a link is really tight and you have to be close so as far as practicallity goes.. i dunno XD

Why not just do 5ab>236b? or does that just put them to high to do the 5a after?

I have people coming over tomorrow so I will test more of the mid screen block strings to get to red yellow & red axe. So give me till tomorrow night or saturday to post block safe block string or frame traps to level up the axe. Ill have a strict plan for each character cause certain stuff works on specific characters.

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236B usually puts the opponent lower, since it's slower than 236A.

A pretty good green-to-red axe combo, by the by: 5AA > 214A+B > 22A > 5A > 2B (sword hit) > j.B > 5A > 5B > 2A+B > oki/guillotine/super

The j.B part can be used to side-swap as well. Just jump over the opponent and air-turn before doing the j.B.

Costs 25 meter, gets around 6 meter back, puts you pretty solidly into red axe.

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So you all know I was playing aronud with the Assault ground bounce. 5AAA>Assault works and you can follow up (corner only) Go test it out let me see what you guys get. Cause if you do 5aaa>Assault>5a>2B>j.b (They tech out if you j.c after but j.b j.b works but then they tech if you do anything else) Not sure how useful yet but let me know if you guys come up with anything else.

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Not sure how useful these two are is but I found two red axe combos that I don't think was listed.

5AA>236A>6 A+B>5A>2B>sjc jB>jC>214B 2572 dmg. 5332 dmg with super.

FC 5AA>236A>6 A+B>66>5AA>2C>[b+D]>66>5A>2B>sjc jB>jC>214B 3176 dmg. 5936 dmg with super.

EDIT: I wrote 236B instead of 214B.

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Not sure how useful these two are is but I found two red axe combos that I don't think was listed.

5AA>236A>6 A+B>5A>2B>sjc jB>jC>214B 2572 dmg. 5332 dmg with super.

I do a very similar combo

5AAA > 236B > 6 A+B > 5A > 2B > sjc. > j.B > j.C > 214B (DAMAGE: 2,581[5,341 with super)

On a mission to incorporate more chains I decided to find combos with them.

RED AXE

Midscreen:

1.) above combo

2.) FC 2B > jc. > j.B > land > 66 > 5B > 236A > 6 +A > 2B > sjc. > j.B j.C > 214B (DAMAGE: 3,756[6,516 with super)

not that amazing of a post but I just got the game today but I was really excited about the above combo.

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Works in any axe form, iirc, not sure how optimal.

5aa > 214AB> 22A > 2A > 5B > Sweep > FC [b+D] > 5A > 2B > sjc > j.B > j.C > 214A (3k)

Does that go from Gray to Red? It's about as many axe hits as you could probably do in a normal combo, so I'm pretty curious about that. Might be able to do a Guillotine in there somewhere, but not sure it'd be worthwhile.

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Does that go from Gray to Red? It's about as many axe hits as you could probably do in a normal combo, so I'm pretty curious about that. Might be able to do a Guillotine in there somewhere, but not sure it'd be worthwhile.

I put G/Y/R just to be safe, but Leme test it real quick

EDIT: Nope. Just from green and leads to red. I'm guessing you need a Red Axe to get a fully charged FC [b+D] to link 5A > 2B, and if you do it from grey, your only at Green by the time you get to [b+D], and at Yellow if you start from Blue. Might be other ways using the same idea, though. Worth testing. Going from grey to red off a 5a poke is definitely worth 25 heat.

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