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Zouf

[P4AU] Shadow Labrys - Combo Thread

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Information

 

Welcome to the Shadow Labrys (Asterius) combo thread. I'll separate combos from starters, and useful to weird/useless

 

I'll complete all the figures and combos when I get time :P

 

Mid-screen Useful combos

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5A Starter

- 5AAAAA [--][Auto Combo]
- 5AAA > 2A+C > j.2B > dash > j.B > dj.A > 214A > 214C [2254dmg/35 meter gain][Damage & okizeme]
- 5A > 5B > 2A+B > 5C [1761dmg/15 meter gain/Corner Carry]

- (close corner) 5A > 5B > 2A+B > 5C > airdash > j.BB > j.214B > 236236C [3275dmg/24 req meter/50 used meter]

- 5AAAA > 236236C+D > 2A+B > B+D > 236236C+D [3575dmg/ 129 req meter/150 used meter][Round Ender]
- CH 5A > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > 214C [2861dmg/34 meter gain]

 

2A Starter

 

- 2A > 5B > 2A+B > 5C [1611dmg/ 15 meter gain]

 

5B Starter

 

- 5B > 2A+B > 5C [1972dmg/15 meter gain]

- CH 5B > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.B > j.214A > 214C [3364dmg/33 meter gain]

- CH 5B > AoA [C] > j.A > j.B > dj.A > dj.B > j.214A > 214C [3458dmg/42 meter gain]

 

2B Starter

 

- 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > 214C [3240dmg/33 meter gain]

- CH 2B > (delay) j.2B > dash > j.BB > dj.214B > 8C > j.B > dj.A > j.214A > 214C [3791dmg/36 meter gain]

 

5C Starter

 

5C > airdash cross up > 2B > j.B > dj.A > j.214A > 214C [3182dmg/26 meter gain]

 

2C Starter

 

2C > (j.)214B [2648dmg/16 meter gain]

 

AoA Starter

 

AoA [C] > j.A > j.214A > 2C > 214A [3138dmg/39 meter gain]

214A+B Starter

 

214A+B > dash > 5A > j.A > j.B > dj.A > dj.B > j.214A > 214C [2982dmg/25 req meter/25 meter used][okizeme]

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Corner Useful combos
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5A Starter

 

- 5AA > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3104dmg/30 meter gain][Laser oki]

 

2A Starter

 

- 2A > 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214B > 214C [3021dmg /36 meter gain]

- 2A > 5B > 2A+B > 5C > 2B > j.2B > dj.BB > j.214B > 214C [2986dmg /39 meter gain]

 

5B Starter

 

- 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214B > 214C [3605dmg/36 meter gain]

- CH 5B > 2B > j.2B > dj.BB > j.214B > 8C > hj.BB > j.214A > 214C [3991dmg /41 meter gain]

- CH 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3353dmg /28 meter gain][laser oki]

- CH 5B > 2B > j.2B > dj.BB > j.214B >  5C > j.B > dj.BB > j.214A > 214C : [4256dmg /49 meter gain]

- CH 5B > 2B > j.2B > dj.BB > j.214B >  5C > hj.BB > j.214A+B > [4]6C [4058dmg /36 meter gain /25 meter used] grab oki

 

2B Starter

 

- 2B > j.2B > j.BB > j.214A > 5C > 236D [3131dmg/25 meter gain][Laser oki]

 

214A+B Starter

 

214A+B > 5A > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3663dmg/25 meter req/25 meter used]

 

AoA Starter

 

AoA (D) > 5A > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3537dmg/33 meter gain]

 

[4]6C Starter

 

[4]6C > 2B > j.2B > dj.BB > dj.214B > 5C [3707dmg/31 meter gain]

 

[/collapse]

 

 

 

Mid-screen Yolo/shiny/useless combos
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- 5AAA > 2A+C> j.2B > dash > j.A > j.B > dj.A > 5C > j.214A > (5C Hits) > 236D [2168dmg/34 meter gain][shiny]. If done correctly, it should cross the opponent up.

- 2A > 5B > 8C > 2A+B > (8C Hits) Dash under j.B > dj.A > j.214A > 214C [2411dmg/--][Yolo/Shiny]

- 5A/2A > 5B > 8C > 2A+B > (8C Hits) 7j.2B > dash > j.B > dj.A > j.214A > 214C [2721dmg][Yolo/Shiny]

 

- CH 2B > delay j.2B > dash > j.2B > land > j.2B > dj.BB > j.214B > 5C [--][shiny/useless]

[/collapse]

 

Corner Yolo/shiny/useless combos
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Titanomachia combos

 

First of all, you should consider all Titanomachia combos useful. They are all very damaging combos that can easily bypass awakening threshold and kill your opponent. The only drawback is that they are all easily burstable.

In P4U2, thanks to the short recovery of SB Titanomachia and its new properties, all starters become a legit deadly combo.

 

Mid-screen combos
[collapse]

 

- 5AAA > 214A+B > 214214C (5C > 2C > 214C) > 2A+B > B+D > SC 214214B > (5C) > (2C) > (214C) > 214214B release > Hellflames [5207dmg/107 meter req/125 meter use] 214214B needs to be released during Hellflames freeze time.

 

- CH 5B > 2B > j.B > dj.B > j.214B > 214214C (2C > 214C) > j.A > j.214A > SC 214214B > (2C) > (214C)  > release 214214B  > Hellflames [6001dmg/100 meter use] 214214B needs to be released during Hellflames freeze time.

 

- CH B+D > very short delay > 214214C+D (2C > 214C) > dash > 2A+B > B+D > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5030dmg/125 meter use] 214214B needs to be released during Hellflames freeze time.

 

- 2C > j.214B > 214214C+D (2C > 214C) > j.A > j.214A > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5874dmg/125 meter use] 214214B needs to be released during Hellflames freeze time.

 

- AoA [C] > j.A > j.B > dj.A > dj.B > j.214B > 214214C+D (2C, 214C) > j.A > j.214A > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5718dmg/125 meter use] 214214B needs to be released during Hellflames freeze time.

 

- PING PONG COMBO (back to corner) : CH 2B > air dash cross under > 5C > 214214C (5C > 236C) > 236B > (5C) > 236A > (236C) > delay 236A+B > (236C pillar) > Hellflames > 214214A [4895dmg/125 meter use][shiny/Useless/Stylish/PingPong]

 

[/collapse]

 

Corner Combos
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- 5AA > 5B > 2B > j.2B > dj.BB > j.214B > 5C > very short delay 214214C (5C) > 2A+B > B+D > SC 214214B > (5C) > Hellflames  > 214214B release > [2]8D > A+C cross under > 214214B (7554dmg/118 req meter/150 used meter]

 

- Kill Elisabeth Combo CH 5B > OMB > 5B > 2B > j.2B > dj.BB > j.214B > 5C > very short delay 214214C (5C) > 2A+B > B+D > SC 214214B > (5C) > Hellflames  > 214214B release > [2]8D > A+C cross under > 214214B [8328dmg/150 used meter]

 

[/collapse]

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I went through all the combos really quick and this is what I came up with:

 

- 5AAA > 2A+C > j.2B > dash > j.B > dj.A > 214A > 214C [2254dmg/35 meter gain]
- 5A > 5B > 2A+B > 5C [1761dmg/15 meter gain]
- (close corner) 5A > 5B > 2A+B > 5C > airdash > j.BB > j.214B > 236236C [3275dmg/24 req meter/50 used meter]
- 5AAAA > 236236C+D > 2A+B > B+D > 236236C+D [3575dmg/ 129 req meter/150 used meter]
- CH 5A > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > j.214C [2861dmg/34 meter gain]

- 2A > 5B > 2A+B > 5C [1611dmg/ 15 meter gain]

- 5B > 2A+B > 5C [1972dmg/15 meter gain]
- CH 5B > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.B > j.214A > 214C [3364dmg/33 meter gain]
- CH 5B > AoA © > j.A > j.B > dj.A > dj.B > j.214A > 214C [3458dmg/42 meter gain]

- 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > 214C [3240dmg/33 meter gain]
- CH 2B > (delay) j.2B > dash > j.BB > dj.214B > 8C > j.B > dj.A > j.214A > 214C [3791dmg/36 meter gain]

- 5C > airdash cross up > 2B > j.B > dj.A > j.214A > 214C [3182dmg/26 meter gain]

- 2C > 214B [2648dmg/16 meter gain]
- 2C > j.214B [2504dmg/15 meter gain]

 

I assume this combo follows up to 236D oki? I could only do the combo up to 5C.
- 5AA > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3104dmg/30 meter gain]

 

 

 

The dmg and meter gain may be a bit off in the 8C combos depending on how often the 8C hits (sometimes I follow up a bit earlier because of my poor muscle memory)

pls fix my errors if I made some. The meter gain is WITHOUT the first attack property. So it's the meter gain you'd normally get in a game.

 

edit: Oops I totally forgot the auto combo xD

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Thanks i'll edit when i get home :)

 

I assume this combo follows up to 236D oki? I could only do the combo up to 5C.
- 5AA > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3104dmg/30 meter gain]

 

Yep 236D is for oki. But since it's the most obvious choice for oki and it's on the flow of the combo i've put it in it.

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When I have some more time today I will edit my post and attempt to add some more combos here for you guys.

 

5AAA>2A+C>j.2B>dash>j.A>j.B>jc.A>5C>j.214A>(5C Hits)>236D [2168 DMG/Meter Gain 34]. If done correctly, it should cross the opponent up. I saw a Japanese player use that before and another variant.

 

5AAA>2A+C>j.2B>dash>j.A>j.B>jc.A>5C>j.214A>(5C Hits)>[4]6D [2168 DMG/Meter Gain 34] This variant uses Public Execution; at the end of the combo you run to push the opponent closer to Asterius.

 

I couldn't get too used to the timing with their combo, so I made my own variant of it

 

5AAA>2A+C>j.2B>dash>j.B>jc.A>j.B>5C>j.214A>(5C Hits)>236D [2303 DMG/Meter Gain 35]

 

I don't know how helpful these will be, but I can do more later.

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2A > 5B > 8C > 2A+B > (8C Hits) Dash under j.B > dj.A > j.214A > 214C (2411 DMG from 2A)  is the best combo to use when 5B > 5C > 2A+B > 5C Hits will not corner carry.
 

There's also 5A/2A > 5B > 8C > 2A+B > (8C Hits) 7j.2B > Dash j.B > dj.A > j.214A > 214C which is 2721 DMG from 5A (300 more than the 5AAA > Hop combo) but is much harder than the previous and more spacing dependent on Asterius. Though still worth learning IMO.

 

Still messing around. I'll post more findings later.

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Here are some combos:

 

Both are corner and require the opponent to be in the corner:

The first combo is really useful to get oki and dmg off a command grab. It's also not very hard to confirm. Sadly this route doesn't lead to good oki

- (corner)[4]6C > 2B > j.2B > dj.BB > dj.214B > 5C [3707dmg/ 31 meter gain]

This combo is really useful to get a grabloop going.

- (corner)[4]6C > 2B > j.2B > dj.BB > dj.214AB > [4]6C oki [3480dmg//5 meter req/20 meter gain/25 used meter]

 

Pretty powerful if you get the grabloop going and the opponent doesnt late tech, burst or jump you get pretty good dmg there.

 

I replaced your mentioned 214A with 214B and get these numbers:

- (corner)5AA > 5B > 2B > j.2B > dj.BB > j.214B > 5C > 236D oki [3212dmg/31 meter gain]

The great thing about this combo is that you can slowly work your way up to get more dmg like mentioned in the other thread. But it is very unlikely that you get this combo off. Because the opponent either dies after one of the first supers or you don't have enough meter to pull it off. Looks pretty dope if you pull it off in a game though. I'd only use this combo if it kills or passes through the awakening threshhold or if it ends with the 214214B because you get good oki after it.

- (corner)5AA > 5B > 2B > j.2B > dj.BB > j.214B > 5C > 214214C(charge 5C) > 2A+B > B+D > 214214 B *5C hits* *titano hits* > [2]8D > 214214B (7554dmg/118 req meter/150 used meter]

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I don't like to end my combos with j.214B. Its hitbox is bad, and will whiff if you were too early in the dj.BB phase. j.214A ensure you get the entire combo off for a small sacrifice of 100 damage only.

 

I consider useful combos not to be the top of the top but fairly easy and passkeys combos that will always work even if you messed up a little bit.

 

I'll put all Titanomachia combos in a separate section of the combo list. I have plenty of them that are more or less useful

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wow. Nice work Zouf. I just noticed that you added some more combos. I wanted to add the same ones but only realised the addition a bit later lol *facepalm*

 

Does one of you have a good 2A corner combo? I experimented a bit but they either leave me with bad dmg or no oki ...

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Best combo out of 2A would probably be something like :

 

2A > 5B > 2A+B > 5C > 2B > J.2B > dj.BB > J.214A > 5C/214C

 

or

 

2A > 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214A > 5C

 

Should probably be around 3k. Omit J.2B if they dont work.

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Best combo out of 2A would probably be something like :

 

2A > 5B > 2A+B > 5C > 2B > J.2B > dj.BB > J.214A > 5C/214C

 

or

 

2A > 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214A > 5C

 

Should probably be around 3k. Omit J.2B if they dont work.

Damn I'm dumb. I built the same combos before and still ask you guys. xD The timing of the 5C with the 8C route is tough though any tips on that? The first one works like a charm

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2A > 5B > 2A+B > 8C > B+D > (8C)  > j.2B > dj.BB > j.214B > 214C [3021dmg / 36 meter gain]

 

2A > 5B+C > 2A+B > (5C) > 2B > j.2B > dj.BB > j.214B > 214C [2986dmg / 39 meter gain]

 

Since Asterius doesn't have the time to recover from 5C/8C, it's better to finish off with 214C

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I found this corner combo route in the Lab.

CH: 5B > 2B > J.2B > JBB > J.214B+C > 2B > J.A/J.B > J.214A > oki  [3836Dmg---46/48 meter gain] 

 

You can also start it with 2B!

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Sorry for double post (but hopefully it revives thread?)

MidScreen counter route that leads to free 46C/CD oki

CH: 5B > 2B >(super jump) j.5B > j.214B+C > 2B >(super jump) J.5B > J.214AB > 46C/CD [3456 Damage  38 meter gain/ 25 meter used] Grab oki

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Well these combo are pretty much the same as in the first post except a few variations.

 

j.214AB will always give 46C oki (unless asterius is doing something else).

 

Shabrys has only a few combo routes, so everything in the first post should give away enough material for people to find the most optimized combo they need.

 

CH 5B > 2B > j.2B > dj.BB > j.214B >  5C > j.B > dj.BB > j.214A > 214C : [4256 damage, 49 meter gain] oki

 

CH 5B > 2B > j.2B > dj.BB > j.214B >  5C > hj.BB > j.214A+B [4058 damage, 36 meter gain, 25 meter used] grab oki

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Dumping what I have so far. Definite improvements over most of this thread. https://www.evernote.com/shard/s473/sh/426ab6be-755b-48a4-9067-4ab76c1971ec/fa878c7ce297b738 Credits to Moopoke for some of the combos. Currently in the middle of updating I still need to add a few sections, start FC routes from less likely starters, do combos for some persona starters, and add a metered/awakening section. Have fun and let me know if you have anything better than what I'm listing.

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I just wanted to mention, that following combo:

 

- 5AAA > 214A+B > 214214C (5C > 2C > 214C) > 2A+B > B+D > SC 214214B > (5C) > (2C) > (214C) > 214214B release > Hellflames [5207dmg/107 meter req/125 meter use] 214214B needs to be released during Hellflames freeze time.

 

Needs 96 meter instead of 107. When to use 214214B is pretty simple, just input it after 5C hits and your opponent hits the ground. Just saying because I didn't understand the bold part or was never able to accomplish that.

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Ah, but that's not true. It doesn't need to be released during Hellflames freeze time. I always hit them directly after 214C hits and its the same damage.

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Both work. Can you test it at least before saying it's not true...

 

I've written this rule for three things :

 

- Doing it as the last hit of the combo will force a tech ground, which is not true when Hellflames is the last hit (opponent can sometime tech midair if the combo was too long). Brutal Impact have an infinite amount of untech time until opponent touches the ground.

- you can extend the combo with [2]8D for whatever reason you have (switch side or landing another DD for example)

- it helps you get an easy timing down. The freeze time from hellflames will assure you you are doing well.

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Oh, my poor wording led to a misunderstanding. I meant that it isn't true that it needs to be released during hellflames. Sorry for that.

So you meant that Brutal Strike B should be activated in Hellflames freeze time. 

I tried it that way, but so Brutal Strike B will be the last hit and that hit is always yellow. (But maybe my timing is off?) That was the reason why I tried to do it earlier. And also that way it isn't a supercancel and 214214B was noted as a SC.

When I try it that way, you can tech right after Hellflames. But if I hit with Brutal Strike B first and hellflames right after, he can't. But you're right, he can tech right after hellflames anyway.

Sorry I got it all wrong. When you activate Brutal Strike B right after 2C hits when the opponent is at the top height, you will hit the opponent at the same time when Hellflames hits. So it is released right in Hellflames freeze time as you said. But that's not that easy to time, at least for me. :-)

 

I'm stupid and just everything I said was wrong.

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Just picked up sLabyris and started messing around with her combos to get a feel for her.

 

Got stumped at the first one:

- 5AAA > 2A+C > j.2B > dash > j.B > dj.A > 214A > 214C [2254dmg/35 meter gain][Damage & okizeme]

 

My questions are:

 

What is dj.A?

 

And possibly related, how in the hell do you hit with 214C?  When I do it, my persona does nothing at all.

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dj.A = double jump A, aka jc (jump cancel) 

 

For this combo, you need to put your persona on guard, because when you will be doing 2A+C, asterios will understand 2C and will do the uppercut.

 

This has been already discussed alot in the general thread, but here are the inputs you need to do for it to work : 

 

5AAA > hold 2 > tap D > A+C > B+D > release 2 > dash > 9B > 9A > 214A+C

 

Here : https://www.youtube.com/watch?v=mNbHiaXlRvw&feature=youtu.be

 

May it help you

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