BBTag/Labrys

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Revision as of 03:00, 14 November 2020 by Shtkn (talk | contribs) (split up move name/input. adjusted gallery)
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Overview
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.

 Labrys 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


Labrys
BBTag Labrys Portrait.png
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

4A

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4A
4AA
4AAA
4AAAA

  • 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

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5A
5AA
5AAA
5AAAA

  • 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

5B

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5B
5BB

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

5C

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  • Quick-ish, but unsafe

Will knock the opponent down if they're airborne.

2A

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  • 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.

2B

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  • Head Invulnerable
  • 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.

2C

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  • Soft knockdown on hit

Combos into 236A or 236C

j.A

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j.A
j.AA

  • 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

j.B

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j.B
j.BB

  • Move covers a big space around Labrys
  • Slow to start up, so difficult to challenge people in the air

j.A is good for crossups, jump-ins, and air to airs.


  • Can be jump cancelled into j.B

j.AA is only exists to be used in combos

j.C

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  • Technically faster than your jB
  • Hitbox is decently-sized
  • Freezes you in place for the duration, making it bad for jump-ins.

This move has no reason to exist outside of combos. Cancel from this into j.214B to end your air combo.


Universal Moves

Ground Throw

5B+C

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  • Runs forward slightly before grabbing if performed outside of grab range.

Can combo into 5A afterward.

5th Gen Axe Slash

5A+D

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  • Slides forward slightly

Lacks the vertical reach that many other reversals have.


Skills

Chain Knuckle

236A/B

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A
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.

Winch Dash

B/C Chain Knuckle > 6

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Winch Dash
Followup Attack A
Dash > A
Followup Attack B
Dash > B

  • -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.

Guillotine Axe

214A/B

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A
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.

Aerial Guillotine

j.214A/B

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A
B

  • 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.


Extra Skills

EX Chain Knuckle

236C

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  • 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)

EX Followup Attack

Winch Dash > C

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  • 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.

EX Guillotine Axe

214C

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  • 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.

EX Aerial Guillotine

j.214C

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  • A faster version of air Guillotine Axe
  • Can link 5A depending on the height

Partner Skills

5P

Followup Attack EX

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  • Moves forward before attacking
  • Decent for combo extensions

Hitbox can be a bit...finicky, be careful when using to follow up certain character moves.

6P

Weaver's Art: Orb

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  • 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.

4P

4AAA

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  • 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.

Not a great assist, but it does its job sometimes.


Distortion Skills

Weaver's Art: Beast

236B+C

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  • 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

214B+C

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  • 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

Brutal Impact

P during Partner's Distortion Skill

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Can't be charged like the solo version.


Astral Heat

Weaver's Art: Inquisition

222B+C

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  • 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.



External References

Navigation

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.