BBTag/Labrys: Difference between revisions

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* Covers a big space in front of and above Labrys, but slow to start
* Covers a big space in front of and above Labrys, but slow to start


Detailed description of the usefulness of the move go here
Labrys' preferred anti-air.
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Revision as of 19:33, 19 February 2019

Labrys
BBTag Labrys Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview

"Get a load a' these mooks!"

Backstory

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 who 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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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)
  • 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

Special Gauge - Axe Icon

Basics

Labrys has a special axe icon on the left of Skill Gauge which changes in level depending on how often you attack with moves that utilize Labrys' axe (this includes blocked attacks). However, it will slowly decrease if you don't attack and decreases even more 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

The higher the level of the Axe Gauge is, the more damage she does. Once you reach her red axe level, she gains the following special properties in addition to extra damage:

  • Under Red Axe, Labrys also does significantly more chip damage when in resonance, through all of her normals and specials, including non-axe normals such as 2B and 5B.

(?)

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).
  • Getting hit will cause the axe meter to deplete, and can even go down to level 2(blue) and can completely empty out the gauge, bringing it to level 1 (gray)
  • The axe gauge will always drift to a level 3 (green) status, so even from maximum axe meter (glowing red axe bar) you will slowly lose axe meter until it gets to green as long as you're not hitting the opponent
  • Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
  • Persona normals such as 2B and 5B will not build axe meter
  • Both of Labrys' supers will cause her axe gauge to deplete (except when she does the tag version of her super after her partner)
  • Labrys loses axe meter while tagged out, but this can be slowed by using her 4P and 5P, both of which build small amounts of axe meter on hit/block

Labrys' Axe management is not as much of an issue as it was in the Arena games. Labrys has several routes both with and without assists to go from green-to-red that also double as giving her air guillotine enders which allow her to also get good okizeme.



Normal Moves

4A
4A
BBTag Labrys 4A.png
BBTag Labrys 4AA.png
BBTag Labrys 4AAA.png
BBTag Labrys 4AAAA.png
1200 All 7 - - - 1500 All 11 - - - 1700 All 12 - - - 1000*3 All 12 - - -
5A
5A
BBTag Labrys 5A.png
BBTag Labrys 5AA.png
BBTag Labrys 5AAA.png
BBTag Labrys 4AAAA.png
1500 All 10 - - - 1500 All 10 - - - 1700 All 16 - - - 1000*3 All 12 - - -
5B
5B
BBTag Labrys 5B.png
Do not press this button in neutral. Ever.
1000*3 All 24 - - - 1000*5 All 18 - - -
5C
5C
BBTag Labrys 5C.png
800+ High 22 - - -
2A
2A
BBTag Labrys 2A.png
1000 Low 8 - - -
2B
2B
BBTag Labrys 2B.png
'I had dibs on this move before Hilda'
800*3 All 16 - - -
2C
2C
BBTag Labrys 2C.png
1700 Low 15 - - -
j.A
j.A
BBTag Labrys jA.png
BBTag Labrys jAA.png
1200 High 9 - - - 1500 High - - -
j.B
j.B
BBTag Labrys jB.png
So I heard you like big hitboxes
BBTag Labrys jAA.png
1500 High 16 - - - 1500 High - - -
j.C
j.C
BBTag Labrys jC.png
The pattern kind of resembles a labyrinth, which is neat.
800*3 All 13 - - -


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Labrys GroundThrow.png
Throw 7 - - -
5th Gen Axe Slash
5th Gen Axe Slash
5A+D
BBTag Labrys 5thGenAxeSlash.png
2500 Air Unblockable 24 - - -


Skills

Chain Knuckle
Chain Knuckle
236A/B
BBTag Labrys ChainKnuckle.png
Grabrys
1500 All 17 - - - 1500 All 25 - - -
Winch Dash
Winch Dash
B/C Chain Knuckle > 6
BBTag Labrys WinchDash.png
Zoop!👉😎👉
BBTag Labrys WinchDashFollowupA.png
BBTag Labrys 2C.png
- - - 1700 High 20 - - - 1700 Low 12 - - -
Guillotine Axe
Guillotine Axe
214A/B
BBTag Labrys GuillotineAxe.png
2000 High 23 - - - 2400 High 36 - - -
Aerial Guillotine
Aerial Guillotine
j.214A/B
BBTag Labrys AerialGuillotine.png
1000*3 All 12 - - - 1100*3 All 23 - - -


Extra Skills

EX Chain Knuckle
EX Chain Knuckle
236C
BBTag Labrys ChainKnuckle.png
1500 17 - - -
EX Followup Attack
EX Followup Attack
Winch Dash > C
BBTag Labrys 5A.png
2000 All 11 - - -
EX Guillotine Axe
EX Guillotine Axe
214C
BBTag Labrys GuillotineAxe.png
500, 3000 All 11 - - -
EX Aerial Guillotine
EX Aerial Guillotine
j.214C
BBTag Labrys AerialGuillotine.png
1200*3 All 12 - - -

Partner Skills

5P
5P
5A
BBTag Labrys 5A.png
1700 All - - -
6P
6P
Weaver's Art: Orb
BBTag Labrys 6P.png
1500 All - - -
4P
4P
4AAA
BBTag Labrys 4P.png
1700 All - - -


Distortion Skills

Weaver's Art: Beast
Weaver's Art: Beast
236B+C
BBTag Labrys WeaversArtBeast.png
1000, 2820x2
[1000, 930x9]
All 4+16 - - -
Brutal Impact
Brutal Impact
214B+C
BBTag Labrys BrutalImpact.png
I'm gonna smack you!
BBTag Labrys BrutalImpact2.png
SO HARD!
6000 [7000] 22+3 - - -


Distortion Skill Duo

Brutal Impact
P during Main Character's Distortion Skill
BBTag Labrys BrutalImpact.png
BBTag Labrys BrutalImpact2.png
2000 [2500] All - - -


Astral Heat

Weaver's Art: Inquisition
222B+C
BBTag Labrys WeaversArtInquisition.png
BBTag Labrys WeaversArtInquisition2.png
Time for your punishment!
- - -