Tari Report post Posted September 10, 2012 (edited) This thread is for posting any and all combos for Labrys. This thread will be updated continuously over time so all contributions are welcome.For more advanced combos, please see the Optimal Combo Thread.The old combo thread can be found here. [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 Jump jc.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][/table] Edited July 5, 2013 by Tari Share this post Link to post Share on other sites
Tari Report post Posted September 10, 2012 (edited) Notes Remember that at higher axe levels, all lower axe level combos can still be used! (ie: green axe combos can still be performed even if you have red axe)This list focuses on introductory, more fundamental combos. There will be another list that focuses on optimized red axe combos later on.Most combos that end in either air or ground guillotine can combo into the Beast/Moujuu superFor information/help on performing the 'girokasu' technique or on cancelling Air Guillotine into 236236C/D supers, please refer to this video.All Axe:- No damage/meter values listed due to varying axe levels Midscreen or Corner:(video demonstrations) 5AAAA 5AAA > 236A/B > 6 > A followup [50 meter] 5AAAA > OMC > dash 2B > hj.B > j.C > j.214B 2A(AA) > 5B > 2A+B > 214A 2B > j.B > jc j.B > j.214B j.B (air CH) > 5A > 2B > hj.B > j.C > j.214B AOA (15 hits) > C Ender > j.A > j.B > jc j.A > j.B > j.C > j.214B [25 meter] 5AAA > 236A/B > 6 > A+B followup > j.A > jc j.A > j.C > j.214B [50 meter] Throw > OMC > 2B > j.B > jc j.B > j.214B Midscreen only:(video demonstrations) AOA (15 hits) > C Ender > j.BB > jc j.214B (Girokasu) > j.A/j.B > j.C > j.214B B+D (CH) > dash 5A > 2B > hj.B > j.C > j.214B [25 meter] 5AA > 214A+B > 22B > 2A > 2B > sword hit 1 > j.B > sword hit 2 > 5B > 2A+B Corner only:(video demonstrations) AOA (15 hits) > C ender > j.BB > jc j.BB > j.C > j.214B AOA (15 hits) > D ender > 5AAA > 214B AOA (15 hits) > D ender > 5A > 5B > 236B > 6 > A followup > j.A > j.C > j.214B Tsurugi hit (or OMB) > charge 5B > 2B > hj.BB > j.C > j.214B Tsurugi hit (or OMB) > charge 5B > 2C > j.BB > jc j.B > j.C > j.214B Air throw (towards corner) > j.C > j.214B Air throw (towards corner) > 5A > 2B > hj.B > j.C > j.214BGreen Axe:- These combos differ from the 'all combos' because these raise axe levels from green to red in one combo - Damage and meter gain values are approximately from average green axe value Midscreen or Corner:(video demonstrations) [25 meter] 5AA > 214A+B > dash 5A > 2B > hj.B > j.C > j.214B (1945 dmg, 6 meter gain) [50 meter] 5AAAA > OMC > dash 2B > j.B > dj.B > j.C > j.214B (2216 dmg, 24 meter gain) [75 meter] Throw > OMC > dash 5AA > 214A+B > dash 5A > 2B > hj.B > j.C > j.214B (2867 dmg, 7 meter gain) Midscreen only:(video demonstrations) [25 meter] 5AA > 214A+B > 22A/B > 2A > 2B > (sword hit 1 + 2) > j.B > 5B > 2A+B > oki (2101 dmg, 6 meter gain)[25 meter] 5AA > 214A+B > 22A > 2A > 5B > (sword hit 1) > 2A+B > (sword hit 2) > 2B > hj.B > j.C > j.214B (2470 dmg, 6 meter gain)[*] this can be ended with red axe D super for 5230 dmg Corner only: (video demonstrations) [*] [75 meter] Throw > OMC > 5A > 5B > 214A+B > 5A > 2B > hj.BB > j.C > j.214B (3277 dmg, 7 meter gain) [*] [burst] Throw > OMB > charge 5B > 22A > 5AA > (sword hit) > charge 2B > j.B > jc j.BB > j.C > j.214B (3859 dmg, 8 meter gain) Yellow Axe: - No damage/meter value listed due to inability to measure exact amount of yellow axe at start of combos Midscreen or Corner: (video demonstrations) [*] 5AA > 5AAA > 214B [*] 5AA > dash 5AA > 5AAAA [*] 5A > 2B > j.B > jc j.B > j.C > j.214B (in yellow and red axe, 5A > 2B combos on standing opponents) [*] 5A > 5B > 236A > A/B Followup (in yellow and red axe, 5B > 236A combos) Midscreen only: (video demonstrations) [*] B+D (counterhit) > 5AAAA Corner only: (video demonstrations) [*] 5AA > dash 5AAA > 5AAAA Red Axe: Midscreen or Corner: (video demonstrations) 5AA > 5AA > 5AA > 5AA > 5AAAA (1827 dmg, 35 meter gain)[*] off of FC starter, can do another 5AA loop [*] 5A (or 2A) > 5B > 236A/B > A Followup > dash 5AAA > 214B (2663 dmg, 38 meter gain) [*] 5A (or 2A) > 5B > 236A/B > A Followup > dash 2B > hj.B > j.C > j.214B (2728 dmg, 27 meter gain) Midscreen only: (video demonstrations) [*] 5AA > dash 5AA > 2C > FC [b+D] > dash 5A > 2C > FC [b+D] > dash 2A > 2B > 2C > 214B (3269 dmg, 39 meter gain) Corner only: (video demonstrations) [*] AOA (15 hits) > D ender > 5AA > 2C > 2C > hj.BB > j.C > j.214B (3204 dmg, 41 meter gain) [*] 5AA (Fatal Counter) > 5AA > 2C x1~5 times > hj.BB > j.C > j.214B (2378-3322 dmg, 25-40 meter gain)[*] it's possible to do 6 or 7 loops of 2C, but timing the loops becomes much tighter after 5 [*] alternatively, you can also do "...2C x1~5 times > j.BB > jc j.BB > j.C > j.214C" for similar meter gain and damage[*] to get fatal counter B+D in red axe, simply hold the R-Action down for its maximum duration [*] [burst] Throw > OMB > charge 5B > 236B > A Followup > dash 2B > hj.B > j.C > j.214B (4325 dmg, 8 meter gain) [*] Tsurugi Hit > charge 5B > 236B > A Followup > dash 2B > hj.B > j.C > j.214B (3055 dmg, 30 meter gain) Edited April 2, 2013 by Setsuna Share this post Link to post Share on other sites
Trilkin Report post Posted September 13, 2012 (edited) Midscreen, Any Axe Level: CH B+D > 5A > 2B > j.C > j.214B > 236236C/D (2338-4953 dmg) The initial 5A needs to be done when the enemy is closest to you or either the 2B or j.C will whiff at lower axe levels. Naturally, timing is stricter on the j.C -> j.214B connection at lower axe levels, but I can confirm it works on ANY axe level. Will whiff if you're in the corner and they bounce from full screen. Video of it at grey level in case anyone doubts. Edited September 13, 2012 by Trilkin Share this post Link to post Share on other sites
Tari Report post Posted September 13, 2012 More worthwhile to do "B+D (CH) > dash 5A > 2B > hj.B > j.C > j.214B" in any situation where you're not at red axe and you're going for damage. Does slightly more damage than skipping the j.B, and still combos into the supers (though as usual, the C super is irritating to combo into). If you're fully cornered, you can still pick up the B+D into a combo, by the way. You just have to dash before the 5A. The only place this combo whiffs is when the opponent is cornered, as the opponent will fall to the ground too quickly after wall bouncing. In red axe, the highest damage, most stable combo you can do from FC B+D is something like "FC B+D > 5AA > 2C > [b+D] > dash 2A > 2B > 2C > 214B > 236236C/D". Share this post Link to post Share on other sites
Trilkin Report post Posted September 14, 2012 (edited) More worthwhile to do "B+D (CH) > dash 5A > 2B > hj.B > j.C > j.214B" in any situation where you're not at red axe and you're going for damage. Does slightly more damage than skipping the j.B, and still combos into the supers (though as usual, the C super is irritating to combo into). The timing on the hj.B must be SUPER tight below, say, green, then, because I can't seem to connect it and I've tried different variations of that combo for a few hours. I guess I was more concerned with finding combos for Grey and Blue levels as damage sources after a D Beast. Funny enough, I have absolutely no problems comboing into C Beast with that combo (sans the extra j.b) If you're fully cornered, you can still pick up the B+D into a combo, by the way. You just have to dash before the 5A. The only place this combo whiffs is when the opponent is cornered, as the opponent will fall to the ground too quickly after wall bouncing. Durr I have no idea why I didn't think of that. Thanks. Edited September 14, 2012 by Trilkin Share this post Link to post Share on other sites
Tari Report post Posted September 14, 2012 It's easier to combo into C super without the j.B, iirc. The timing on j.B is somewhat tight, but it's still reasonably easy to combo. If you think it's not going to connect, though, definitely go straight for the j.C. The j.B > j.C version is actually listed in the midscreen 'all axe level' combos up above, and is demonstrated in the video, if you want a timing reference. Share this post Link to post Share on other sites
WintySoSolo Report post Posted September 14, 2012 The timing on the hj.B must be SUPER tight below, say, green, then, because I can't seem to connect it and I've tried different variations of that combo for a few hours. I guess I was more concerned with finding combos for Grey and Blue levels as damage sources after a D Beast. Funny enough, I have absolutely no problems comboing into C Beast with that combo (sans the extra j.b) Pretty sure that green, blue, and gray axe levels all have the same hitstun. Share this post Link to post Share on other sites
Tari Report post Posted September 14, 2012 Yup, Green and below all have the same hitstun. Not sure if there's any difference in proration, but I doubt it. The only difference in the lower three axe levels, afaik, is in damage. Share this post Link to post Share on other sites
lime93 Report post Posted September 14, 2012 Mid-screen 2B>j.B>(land)66>5B>236A>6>A>66>2B>2C>214AB>2B>214B>236236D [75 SP] [7360 DMG] I have to kill Naoto in one hit, I'm so close. I can't stand her speed and her bullets shooting me. So far this is the only shit I can come up with that is practical. Share this post Link to post Share on other sites
Tari Report post Posted September 15, 2012 (edited) edit: I feel it only right to point out that you shouldn't be trying to learn 100% combos to get around dealing with a matchup. If you're getting messed up, chances are you won't have red axe, and if you do have red axe, chances are you'll already have done some damage to the opponent and have some momentum going. If you're comfortable with the matchup and just want to look flashy or something, though, be my guest. With only 50 meter, this is about the best I can think of: [midscreen/close to corner, 50 meter] FC 2B > j.B, dash 5B > 236A -> A followup, dash 2B > 2C > 214B (girokasu), 2A > 2B > 214B > 236236D (7502 dmg, 47 meter gain)[midscreen/close to corner, 50 meter] FC 2B > j.B, 2C > [b+D], dash 5A > 2C > [b+D], dash 2A > 2B > hj.BB > j.C > j.214B > 236236D (7362 dmg, 43 meter gain) Off of other starters, you can come much closer with just 50 meter (which gets generated during the combo).[midscreen/close to corner, 50 meter] FC 5B > 5C > 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > delay hj.BB > j.214B > 236236D (7954 dmg, 50 meter gain) If you have a burst and 50 meter, though, you can basically always kill combo Naoto off of a B move FC starter:[midscreen/close to corner, 50 meter, burst] FC 5B > 5C > OMB, 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > delay hj.BB > j.214B > 236236D (8347 dmg, 13 meter gain)[midscreen/far from corner, 50 meter, burst] FC 5B > OMB, dash 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > 2C > 214B > 236236D (8152 dmg, 10 meter gain) [*][midscreen only, 50 meter, burst] FC 2B > j.B > OMB, dash 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > 2C > 214B > 236236D (8063 dmg, 12 meter gain) [*][midscreen only, 50 meter, burst] FC 2B > IAD (sideswap) j.C > OMB, dash 2C > [b+D], dash 5A > 2C > [b+D], dash 5AA > 2C > [b+D], dash 2A > 2B > 2C > 214B > 236236D (8071 dmg, 11 meter gain) [midscreen only, 50 meter, burst] FC j.B > 5B > OMB, dash 2C > [b+D], dash 5A > 2C > [b+D], dash 5AA > 2C > [b+D], dash 2A > 2B > 2C > 214B > 236236D (8106 dmg, 13 meter gain) Edited September 15, 2012 by Tari Share this post Link to post Share on other sites
lime93 Report post Posted September 15, 2012 (edited) ^^^ Thanks, I been switching back and forth between Labrys and Aigis. I still can't stick to a main. All I know is that I struggled fighting Naoto with Labrys, and I want to kill her quickly. edit For some reason I just find combos that look flashy, but I'm still learning the match-up and trying to learn more damaging ones with less meter usage. If the situation came up where at the beginning of the round I have red axe and around 50 heat, I would like to try to 100% the bitch. I know it's sorta rare, but I would like to keep my options open. Edited September 15, 2012 by lime93 Share this post Link to post Share on other sites
Amethyst Reitou Report post Posted September 15, 2012 I'm the same way Lime. I keep finding flashy combos that are better off as finishers of a round, if not the match. I've got one that uses 100 meter, burst, and Red Axe but if I pull it off it will, obviously, kill anyone. Mind you, this isn't a "100%" kill combo, but just one flashy one that can be pulled off once/if you have the resources. That said, still working on getting more damaging combos that use fewer resources like that as Labrys here. Share this post Link to post Share on other sites
excelence Report post Posted September 21, 2012 Any tips for 5 ch combos on green / red axe on Mid / corner? thanks in advance. Share this post Link to post Share on other sites
TransientFaith Report post Posted September 21, 2012 (edited) Any tips for 5 ch combos on green / red axe on Mid / corner? thanks in advance. Green axe: If by you mean charged, then you're probably stuck doing 236B -> 6 -> A followup or A+B followup midscreen. Options open up in the corner...but I'm sure one of the others will get to you on that one For non-charged its obviously distance dependent (midscreen): Very close: 5B > 2C > B+D charged > 2A/5A > 2B > air combo 5B > 5C > 2C > B+D charged > 2A/5A > 2B > air combo 5B > 5C > 2C > super jump air combo Close (right outside 5A range) can do all the 5B > 5C > 2C > charge B+D stuff Far (anything farther than Close) means stuck doing the boring stuff 5B > 5C > 2C > 236A (delayed) > 6 > A (A+B??) 5B > 5C > sweep > oki For red axe, the charged variants should be similar despite fatal counter midscreen The difference is the uncharged variants where you can pretty much do whatever you want Fatal 5B > dash 5A Fatal 5B > dash 2A > 2B Fatal 5B > (5C) > 2C > B+D loop etc etc Edit: I'm a an meant to say 236B, 5 blowback is too fast and goes too far for 236A to catch it Edited September 21, 2012 by TransientFaith Share this post Link to post Share on other sites
excelence Report post Posted September 21, 2012 Thanks... that gives me general idea how to capitalize charged 5b ch, but how about green axe Charged 5b in the corner? 1 that pops out in my head right now is 5ch>66b/66aa>214AB>22[a]>5a>5b/2b>sword hit>2b>j.bb>dj.bb>dj.c>214a/b ... anything better than this? Share this post Link to post Share on other sites
edollarports Report post Posted September 25, 2012 Since charged 5B in the corner is such a rare situation, I don't know the optimal combo, but your combo seems fairly solid. You could also do 5 22A since you'll probably be able to confirm taht you're charging 5B and having it CH...maybe that would open a better combo path? Share this post Link to post Share on other sites
TransientFaith Report post Posted September 25, 2012 Thanks... that gives me general idea how to capitalize charged 5b ch, but how about green axe Charged 5b in the corner? 1 that pops out in my head right now is 5ch>66b/66aa>214AB>22[a]>5a>5b/2b>sword hit>2b>j.bb>dj.bb>dj.c>214a/b ... anything better than this? I'm pretty sure you cant throw 214AB into that combo...since 214AB doesn't hit airborne targets of 5B or 5AA and 5 forces off the ground (ie. airborne) state. So you could do: 5 > 214AB > 22A > 5A > 5B/2B > blah or 5 > 22A > 5A > 5B/2B > blah Both options prorate really hard though since you are effectively forcing SMP into effect (I believe 5b and 5 fall in the same boat for SMP) as well as chain and possibly SB guillo. You either do 5B twice, or 2B twice Here's something that I know works and doesn't prorate too hard: 5 > 5C > 2C > 5D > j.BB > jc. > j.BB > j.C > 214B Share this post Link to post Share on other sites
kro_ Report post Posted September 26, 2012 Tested in training mode a bit. Best combo I could come up with is the following: 5 > 22a > 5aa (sword hits) > 2 > 2c > hj.bb > j.c > j.214b > 236236d (~6.7k) It will almost get you to red from a fresh green axe, but actually hitting someone with this is pretty tough. 5 corner SMP loops are more practical imo. I'll try to post some stuff once I test it out and actually bother to take notes. Share this post Link to post Share on other sites
excelence Report post Posted September 27, 2012 @TransientFaith : I have trouble connecting 2c>5d on your combos, end up with [5b] > 2c > 5dd > [2b] > hjc.bb > j.c > j.214b ... does 3900~5k with C Moujuu super finish @kro_ : I do [5b] > 214ab > 22a > 5aa > [2b] > hjc.bb > j.c > j.214b. Her Axe will turn red at the last hit of air guillotine from neutral green axe starter ... but your combos looks better than this >.>, and what is corner [5b] smp loop u're talking about? Share this post Link to post Share on other sites
Tari Report post Posted September 27, 2012 (edited) @TransientFaith : I have trouble connecting 2c>5d on your combos, end up with [5b] > 2c > 5dd > [2b] > hjc.bb > j.c > j.214b ... does 3900~5k with C Moujuu super finish A somewhat more hilarious (FC) [5B] corner combo is this one: (FC) [5B] > 5C > 2C > 5D (1 hit), j.A > j.214A/B > 5D (followup hits, input before final hit of j.214x), 2B > hj.BB > j.C > j.214B > 236236D Does around 7.4k dmg, varies depending on j.214A/B. ~42 meter gain. 5B SMP loops involve using burst partway through the combo. They're the combos that go into "OMB, [5B], [5B], 5B" etc. Edited September 27, 2012 by Tari Share this post Link to post Share on other sites
excelence Report post Posted September 27, 2012 Ic... that combos... and that combos is more practical than mine or Kro_ combos??? Anyway ... i see the sample on Sakura combo vid ... that [5b] smp loop is nowhere near practical for me, if i hit confirm fc[5b] on red axe at corner, i'll just do that 2c loop and still does 5~8.4k damage with D moujuu. And @ Tari, your combos sure have style point lol Share this post Link to post Share on other sites
Tari Report post Posted September 27, 2012 Yeah, if you get a corner (FC) [5B] starter, you should just go for the 2C loop. You can't go into 5B SMP loops from a 5B starter, and those combos don't do as much damage as the corner 2C loops anyway. And thanks, lol. My combos are sorta flashy, but most of them are impractical and aren't useful to know about. I still need to actually practice playing the game instead of just making up random combos. \o/ Share this post Link to post Share on other sites
TransientFaith Report post Posted September 27, 2012 A somewhat more hilarious (FC) [5B] corner combo is this one: (FC) [5B] > 5C > 2C > 5D (1 hit), j.A > j.214A/B > 5D (followup hits, input before final hit of j.214x), 2B > hj.BB > j.C > j.214B > 236236D Haha. I was trying to do that earlier actually, but the dummy kept dropping out of the 236236D. It's also very dependent on how many hits 5DD lands (more hits = more proration > harder if not impossible to combo) @ excelence I didn't actually try the combo in default axe (I'm lazy), so I did the whole thing in green and it did between 5-6k? The key is 1 hit 5D, then delay the 5BB after the 5B so that the persona goes away before doing the next j.BB (or j.B > j.C for simplicity) Share this post Link to post Share on other sites
kro_ Report post Posted September 27, 2012 Ic... that combos... and that combos is more practical than mine or Kro_ combos??? Anyway ... i see the sample on Sakura combo vid ... that [5b] smp loop is nowhere near practical for me, if i hit confirm fc[5b] on red axe at corner, i'll just do that 2c loop and still does 5~8.4k damage with D moujuu. And @ Tari, your combos sure have style point lol Like Tari said, if you get CH 5b in the corner you should just do 2c loops. The practical thing about the SMP loop is that you don't have to start with CH 5b in the corner. You can start it off a regular 5A hit near the corner or even after high/low/throw setups with Tsurugi oki. The only requirement is that you need to use 10 different attacks (excluding 5b) in the combo before going into the loop. 5b SMP loops add about 2k damage to combos that usually don't give you much damage but are much more common to land. Some examples: (red axe) 5aa > 2a > 2b > hj.bb > j.c > j.214b > OMB > 5 > 5 > 5b > 2ab > 236236d For the rest, you need yellow or close to yellow axe after a knockdown into spike oki. 2ab > sword hits > 2 > j.bb > dj.a > j.c > j.214b > OMB > 5 > 5 > 5b > 2ab > 236236d 214a/b > sword hits > 2 > j.bb > dj.a > j.c > j.214b > OMB > 5 > 5 > 5b > 2ab > 236236d throw > sword hits > 2 > j.bb > dj.a > j.c > j.214b > OMB > 5 > 5 > 5b > 2ab > 236236d Finally, there is an advanced version of the SMP loop that seems to only be possible with low proration. I know it works with 5aa starter and the Madoka combo video had a few other setups as well. (red axe) 5aa > 2a > 2b > hj.bb > j.c > j.214b > OMB > 5 > 5 > 22a > dash 5a > sword hits > 5 > dash 5 > dash 5b > 2ab > 236236d This is my favorite combo to do in training mode. Share this post Link to post Share on other sites
excelence Report post Posted September 27, 2012 Well ... imho ch [5b] isn't really that impractical, especially if you frame trap with it a lot ... and that sword oki omb combos looks good, i'll give it a try. Share this post Link to post Share on other sites