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Labrys is a rushdown character who has large buttons and several frame traps that focuses on gaining axe levels to hit the opponent with massive damage. Her 236BC super and fully charged 214BC super are the two heaviest damaging supers in the game. While most of her mixup options are negative on block, they can be covered with assists and made to convert into both high damage and strong okizeme.
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Health |
17,000 |
Prejump |
4F |
Backdash |
23F (1~7F Inv All) |
Fastest Attack |
4A (7F) |
Reversals |
A+D (24F) 236B+C (20F) |
- Large normals
- Extremely high damage with Red Axe, especially on supers
- Strong ability to convert into combos, especially from the air
- decently fast high/low options
- assists have large windows to active switch from, with strong situational usage on the attacks themselves
- ability to pull herself in from near full screen using chain knuckle
- highest damage supers in the game
- anti-air 2B is projectile, making it so you won't clash with larger jump normals
- strong gatlings for continued pressure and dealing with pushblock
- strong usage of active switch and cross combo
- Substantially higher solo combo potential than most of the cast (especially the Persona cast)
- Her 236C can has projectile invul, meaning she can punish supers such as Touga on reaction
- While large, normals are slower than most normals of a similar size
- very few jump cancellable normals on block
- most highs from her are unsafe on block, making active switch and assist usage a necessity to keep her safe for continued pressure
- supers will always drain axe gauge on hit, meaning that you will have to build up your axe meter again
- Need to consistently hit the opponent to maintain a high axe level
- lack of vertical coverage on her DP
- anti-air 2B is very committal due to high whiff recovery and not being jump cancellable on block
Labrys has a special axe icon increases in level depending on how often you attack with moves that utilize Labrys's massive axe (this includes blocked or whiffed attacks). It will slowly decrease over time when you aren't using moves that swing the axe, and decreases even more when Labrys is hit. The levels are broken down into the following colors with 1 being the lowest, 5 being the highest:
- No Color (Gray)
- Blue
- Green
- Yellow
- Red
The higher the level of the Axe Gauge is, the more damage she does. See her frame data for exact values, as her supers scale slightly differently with axe level compared to her other attacks.
- Management
Before we go into how you should manage Labrys's axe level, let's go over how her levels increase and decrease and other factors to note when playing as Labrys.
- At the start of each match, the axe gauge starts at level 3 (Green).
- At the end of each round, her current axe level will carry over.
- The higher the level of your axe gauge, the faster your gauge will decrease, so it can take 7 seconds for the gauge to fall from level 4 to level 3; however, it will only take 4 seconds for the gauge to fall from level 5 to level 4.
- The axe gauge will always drift to a level 3 (green) status so if you are at gray or blue the axe will drift up despite Labrys being idle, whereas as yellow or red it will drift down to green.
- Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
Knowing this, don't focus too much on reaching red axe status. After a combo, you'll usually be at least at yellow axe status, with the followup okizeme pushing you up to red axe. Don't worry about landing a hit to cash out with a red axe super, instead focus on maintaining momentum and not letting your opponent start their turn with a successful reversal or burst. If your opponent blocks your initial mixup and pushblocks you out, don't fret about the axe level declining as it can be built back up just as fast.
Normal Moves
4A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4A | 1200 | All | 7 | 6 | 16 | -8 | B | |
4AA | 1500 | All | 11 | 3 | 22 | -8 | B | |
4AAA | 1700 | All | 12 | 4 | 25 | -10 | B | |
4AAAA | 1000×3 | All | 12 | 3(6)3(10)6 | 24 | -11 | H |
- Jump cancellable
- special cancellable
- decent upwards hitbox
4A can gatling into 2A to threaten with a low and go back into 4A to confirm back into pressure, used to pick up a 214C in certain combos.
- special cancellable
- can gatling into 4AAA or 5A
4AA can gatling into 4AAA to launch the opponent or 5A for longer distance confirms
- Launches the opponent upward, but cannot be jump cancelled
- Special cancellable
4AAA is able to combo into B chain knuckle on hit. Relatively short so can occasionally whiff if 4A hit at a longer distance, so in longer range situations cancelling into 5A instead may be the better option
- knocks down on grounded hit
4AAAA is the same as her 5AAAA
Version | Level | P1 | P2 |
---|---|---|---|
4A | 2 | 100 | 75 |
4AA | 3 | 100 | 80 |
4AAA | 4 | 100 | 75 |
4AAAA | 4 | 100 | 85×3 |
4A:
4AA:
4AAA:
4AAAA:
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 9 | 2 | 23 | -8 | B | |
5AA | 1500 | All | 10 | 6 | 16 | -5 | B | |
5AAA | 1700 | All | 16 | 4 | 23 | -8 | B | |
5AAAA | 1000×3 | All | 12 | 3(6)3(10)6 | 24 | -11 | H |
- Actually out-ranges a surprising number of characters.
5A is your go-to ground poke.
5AA is nothing really special.
- Can whiff at certain distances
5AAA is jump cancellable, but leaves Labrys extremely punishable if pushblocked.
5AAAA is mostly used for axe meter
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 | 100 | 85×3 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 750×4 | All | 27 | 4,4,6,6 | Total: 66 | -5 | P1 | |
5BB | 1000×3 | All | 21 | P(12)P(12)P | Total: 71 | 0 | P1 |
This move is now new and exciting! One of the better changes Labrys received in 2.0
Too slow to combo off her A auto combo unless 5AAA knocks the opponent airborne (For example, throw > 5AAA > 5BB will connect fine.), but the range makes it a decent enough poke
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 70 |
5BB | 4 | 100 | 85 |
5B:
5BB:
- Each P in active frames represents a projectile spawned
- Each projectile is active for 40F
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 22 | 3 | 24 | -10 | B |
- Quick-ish, but unsafe
Will knock the opponent down if they're airborne.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 2 | 14 | -2 | F |
- Despite using the axe, does not build axe level.
Usually you use this when trying to bait a dp, or picking up after j.214B where 4A wont work.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | 16 | 3×3 | 35 | -7 | P1 | 8~31 H |
- Covers a big space in front of and above Labrys, but slow to start
Labrys' preferred anti-air. Due to Personas no longer breaking on burst, this is an amazing move to punish bursts with though it requires a little bit of prediction.
Level | P1 | P2 |
---|---|---|
3 | 100 | 70 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 15 | 3 | 24 | -8 | F |
- Soft knockdown on hit
Combos into 236A or 236C
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1200 | High | 9 | 6 | 16 | H | ||
j.AA | 1500 | High | 9 | 5 | 22 | H |
- Labrys' fastest aerial normal
Range and angle make it somewhat unsuitable for air-to-air hits, but sometimes you need to make do with what you have. Has some combo use.
- Identical to j.BB
You won't generally use this except maybe for air combos after hitstun takes effect, as j.A is much faster than j.B
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 2 | 80 | 75 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.B | 1500 | High | 16 | 4 | 14 | H | ||
j.BB | 1500 | High | 9 | 5 | 22 | H |
- Move covers a big space around Labrys
- Slow to start up, so difficult to challenge people in the air
j.B is good for crossups, jump-ins, and air to airs.
- Can be jump cancelled into j.B
j.BB is useful combo filler.
Version | Level | P1 | P2 |
---|---|---|---|
j.B | 3 | 80 | 80 |
j.BB | 3 | 80 | 80 |
j.B:
j.BB:
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | 13 | 6×3 | 33 | P1 |
- Technically faster than your jB
- Hitbox is decently-sized
- Freezes you in place for the duration, making it bad for jump-ins.
Mainly used for combos. Stalls your air movement and safe on block. Recovery is fast enough to perform other air actions before landing. Cancel from this into j.214B to end your air combo.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0×2, 2000 | Throw | 7~30 | 3 | 23 | T |
- Runs forward slightly before grabbing if performed outside of grab range.
Can combo into 5A afterward.
Level | P1 | P2 |
---|---|---|
0, 1, 4 | 100 | 50 |
- Minimum Damage 2000
5th Gen Axe Slash
5A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2500 | Air Unblockable | 24 | 4 | 48 | -33 | B | 1~27 Guard All |
- Slides forward slightly
Lacks the vertical reach that many other reversals have.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged
- Minimum Damage 125
Skills
Chain Knuckle
236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 17 | 5 | 21~25 | -5~-10 | B | |
236B | 1500 | All | 25 | 7 | 21~27 | -5~-11 | B |
- Fast startup.
A version is a decent-ish way to interact with your opponent at about half-screen, but can't be followed up with winch dash.
- Goes nearly full-screen.
B version is a decent way to get in on your opponent from long distance. Make sure to cover yourself with an assist.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236B | 3 | 80 | 80 |
236A:
- Immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff, recovery is 25F
- Minimum Damage 75
236B:
- Immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff, recovery is 27F
- Minimum Damage 75
Winch Dash
B/C Chain Knuckle -> 6
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B > 6 | 21~27 | |||||||
236B > 6 > 4 | 16 | |||||||
236B > 6 > A | 1700 | High | 20 | 6 | 34 | -21 | H | |
236B > 6 > B | 1700 | Low | 12 | 3 | 20 | -4 | F |
- -10 at max range from 236B
- -11 at max range from 236C
You better be covering this with an assist if you know what's good for you
- A Followup is an overhead, very unsafe on block.
- B Followup is a low, safe on block though, can also continue into safejump on hit if you want to.
Version | Level | P1 | P2 |
---|---|---|---|
236B > 6 | |||
236B > 6 > 4 | |||
236B > 6 > A | 4 | 80 | 85 |
236B > 6 > B | 4 | 90 | 85 |
236B > 6:
236B > 6 > 4:
236B > 6 > A:
- Minimum Damage 85
236B > 6 > B:
- Minimum Damage 85
Guillotine Axe
214A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 2000 | High | 23 | 5 | 26 | -10 | B | |
214B | 2400 | High | 36 | 5 | 26 | -6 | B |
- Faster, but cant combo solo after.
- On hit against a grounded opponent, can link into 5A
Usually used when active switching from labrys after using an assist to cover the animation for mixup. The hitstun on both versions is VERY long so you can do some pretty dumb cross combos as proration wont mess you up.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 5 | 80 | 80 |
214B | 5 | 80 | 80 |
214A:
- Minimum Damage 100
214B:
- Minimum Damage 120
Aerial Guillotine
j.214A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.214A | 1000×3 | All | 12 | 2(4)Until L,6 | 28 | -6 | H*2, P1 | |
j.214B | 1100×3 | All | 23 | 3(6)Until L,6 | 28 | -3 | H*2, P |
- Labrys does a quick spin before bringing her axe straight down
j.214A is not really useful except as a combo ender, but generally you want to use the B version
- Labrys does a slower spin in place before bringing the axe down
- The little spin that Labrys does will hit
j.214B does slightly more damage, you want to end combos with this version most of the time.
Version | Level | P1 | P2 |
---|---|---|---|
j.214A | 3 | 80 | 80 |
j.214B | 4 | 80 | 85 |
j.214A:
- Minimum Damage 50×3 (150)
j.214B:
- Minimum Damage 55×3 (165)
Extra Skills
EX Chain Knuckle
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 17 | 7 | 21~27 | -5~-11 | B | 4~(8F Before End) P |
- Speed of A version, can follow up like B version.
- Projectile invulnerable during main part of attack.
Not too useful outside of some weird conversions, unless doing a safejump or 4A after the B follow up you will need 2 meter to combo. The projectile invulnerability may make it helpful opening up spam happy opponents though, so long as you don't get hit during startup.
(Can be used to punish raw projectile supers such as Touga on reaction)
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff, recovery is 27F
- Minimum Damage 150
EX Followup Attack
Winch Dash -> C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | 11 | 4 | 21 | -4 | B |
- Also projectile invulnerable.
- On hit, will knock airborne opponents up with a set stun time, allowing for easy combo followups.
Can burn meter with 236CC 2C. Not at all good use of meter but its fun.
Level | P1 | P2 |
---|---|---|
5 | 80 | 80 |
EX Guillotine Axe
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500, 4500 | All, High | 11 | 4(8)5 | 21 | -1 | B |
- Two hits, can build axe quickly but cannot combo solo after(unless opponent wasn't in a "standing" state, 4A can be linked through 2C > 214C, or 2B > 214C)
First hit is not an overhead, giving more time for the opponent to react.
Level | P1 | P2 |
---|---|---|
5 | 100, 80 | 90 |
- Minimum Damage 50, 450 (500)
EX Aerial Guillotine
j.214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1200×3 | All | 12 | 2(4)Until L, 6 | 24 | +4 | H*2, P1 |
- A faster version of air Guillotine Axe
- Can link 5A depending on the height
Level | P1 | P2 |
---|---|---|
5 | 80 | 90 |
- Minimum Damage 120×3 (360)
Partner Skills
5P
Followup Attack EX
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+13~21 | 2 | 33 | -16 | B |
- Moves forward before attacking
- Decent for combo extensions
Hitbox can be a bit...finicky, be careful when using to follow up certain character moves.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
6P
Weaver's Art: Orb
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | (18)+67 | Total: (18)+113 | -30 | P1 |
- Slow to start
- Traps opponent on hit
When using this assist, you can active switch to labrys once it launches to have the orb cover her. It can also be used in some rather unorthodox combos.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 75
4P
4AAA
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+11 | 3 | 33 | -17 | B |
- Decent anti-air, but lacks horizontal range.
- Labrys comes in slightly behind you, limiting its usefulness as an offensive tool.
- You can active tag to Labrys on hit to continue into a full combo off of this.
A diet version of Ruby's 4p. It lacks some range compared to ruby's but can be used exactly the same.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
Distortion Skills
Weaver's Art: Beast
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000, 4700×2 [1000, 1550×9] |
All | 4+(55 Flash)+16 | 12 <(8)6,24> <[(8)6,3×8]> |
29+30L | -68 | P2, B*2 [×9] | 1~31 All |
- Will whiff if something hits the opponent after the move traps them, so a partner may screw you over. Partners can be fine early in the super, but requires timing so that the second hit of the attack will pick up the opponent right after they get hit by the partner super (depending on the super).
The damage scales hard when used at the end of a longer combo. If you start a combo with red axe, it would be better to perform your super early to maximize damage. If you happen to have a partner that can sneak their distortion duo skill in between the hits of this super, you can continue combos off of this.
Level | P1 | P2 |
---|---|---|
5 | 80 | 60 |
- Values in [] are for Enhanced version
- If only airborne hits hit, then base damage is 2500×2 [1150×9]
- On hit, consumes all Axe Gauge (not on block)
- Minimum Damage: 200, 470×2 (1140) [200, 155×9 (1595)]
Brutal Impact
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
6000 [7000] | All | 22+(58 Flash)+3~119 | 6 | 76 | -61 | B | 1~(30~146) Guard HBFP |
- Can be charged for extra 104 frames
- Fully charged does an absurd amount of damage (10000 [15000]), but it's too slow to actually be useful in most situations.
- Funnily enough, Carmine's No escape super allows Labrys to fully charge this, but it's impractical.
Since the move has guard point for the duration, you can use it to HEAVILY punish raw supers with long active times, like Ziodyne.
It is possible to end combo with fully charge BI (which has 4000[6000] minimum damage!), but it requires your partner to have a Skill that has a lot duration, such as Hyde's EX Vacant Shift(214C).
Level | P1 | P2 |
---|---|---|
5 | 100 | 90 |
- Values in [] are for Enhanced version
- On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged
- Charged version increases damage to 10000 [15000]
- Minimum Damage: 1200 [1400]
- When charged Minimum Damage: 2000 [3000]
Distortion Skill Duo
Brutal Impact
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 1+(90 Flash)+1 | 6 | 58 | -43 | B | 1~7 All |
Can't be charged like the solo version.
Level | P1 | P2 |
---|---|---|
5 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Weaver's Art: Inquisition
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 7+(68 Flash)+14 | 15 | Total: 112 | -66 | P | 1~40 All |
- First hit is a projectile that travels full-screen, albeit slowly
- Punish bad full-screen distortions (Except Touga. Touga is too fast)
Can combo into this from j.214B, timing is rather fast though so be careful.
Level | P1 | P2 |
---|---|---|
5 |
Colors
