BBTag/Labrys

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
Overview

"Get a load a' these mooks!"
Lore:Labrys is a gynoid robot who developed a personality and then was immediately traumatized, causing her to develop a shadow once thrown into the TV world of Persona 4, who served as the main antagonist of the first Persona 4 Arena title. Through the events of P4A, Labrys was able to overcome the trauma of her past with the help of the Investigation Team from Persona 4 and obtain her Persona, Ariadne.
Playstyle
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.
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
  • 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 does not hit behind her and has extreme whiff recovery
Axe Gauge

As Labrys uses her Axe, her axe attacks do more damage and even start doing chip damage on block. The Axe icon next to the Skill Gauge shows how much bonus power Labrys has at any given moment. The Axe Gauge increases when the opponent get hit/blocks Labrys' axe. It will slowly decrease if you don't attack and decreases even faster if you get hit or do not attack with a move that swings the axe. 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
P4Arena axeIcon.png

Normal Moves[edit]

4A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1200 All 7 6 16 -8 -
4AA 1500 All 11 3 22 -8 -
4AAA 1700 All 12 4 25 -10 -
4AAAA

[edit]

  • 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

5A[edit]

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

5th Gen Axe Slash[edit]

5A+D


Skills[edit]

Chain Knuckle[edit]

236A/B

Winch Dash[edit]

B/C Chain Knuckle > 6

Guillotine Axe[edit]

214A/B

Aerial Guillotine[edit]

j.214A/B


Extra Skills[edit]

EX Chain Knuckle[edit]

236C

EX Followup Attack[edit]

Winch Dash > C

EX Guillotine Axe[edit]

214C

EX Aerial Guillotine[edit]

j.214C

Partner Skills[edit]

5P[edit]

Followup Attack EX

6P[edit]

Weaver's Art: Orb

4P[edit]

4AAA


Distortion Skills[edit]

Weaver's Art: Beast[edit]

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 4700*2
[1000, 1550*9]
All 4+(55 Flash)+16 12 <(8)6,24>
<[(8)6,3*8]>
29+30L -68 1-End of Active All

[edit]

  • 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.

Brutal Impact[edit]

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
6000 [7000] All 22+(58 Flash)+3~119 6 76 -61 1-End of Active Guard HBFP

[edit]

  • 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).


Distortion Skill Duo[edit]

Brutal Impact[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Weaver's Art: Inquisition[edit]

222B+C



External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Labrys/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [β˜…] for character's frame data
System Explanations

β€’ HUD β€’ Controls β€’ Frame Data & System Data β€’ Patch Notes β€’


β€’ Movement/Canceling β€’ Offense β€’ Defense β€’ Damage/Combo β€’ Attack Attributes β€’ Skill/Cross/Resonance Gauge β€’ Misc β€’