BBTag/Labrys

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Overview

Overview
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.
Labrys


BBTag Labrys Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
4A (7F)
Reversals
A+D (24F)
236B+C (20F)

 Labrys

Pros
Cons
  • 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.
  • Her anti-air 2B is a 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.


Unique Ability: Axe Gauge

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:

  1. No Color (Gray)
  2. Blue
  3. Green
  4. Yellow
  5. 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.

P4Arena axeIcon.png
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 when Astral Conditions are met

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


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