P4AU/Labrys/Combos

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< P4AU‎ | Labrys
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.

  • 5AAAA
Requirements: --
Damage: 1485, Heat Gain: --
Notes: Basic auto combo. Good corner carry thanks to the new 5AAA


  • 5AA > 5B > 2AB > 214A
Requirements: --
Damage: 1711, Heat Gain: --
Notes: Basic BnB combo for lower axe levels


  • 5AA > 5B > 2AB > 22B Oki
Requirements: --
Damage: 1337, Heat Gain: --
Notes: Basic BnB combo with an alternate ender. Sacrifice some damage for Tsurugi Oki.


  • 5AA > 5B > 2AB > OMC > 5A > 2B > jc j.B > djc j.B > j.C > j.214B
Requirements: 50 meter
Damage: 2655, Heat Gain: --
Notes: OMC route from the basic BnB route that gives more damage and much more importantly builds more axe meter.


  • AA 2B > jc j.B > djc j.B > j.C > j.214B
Requirements: --
Damage: 2224, Heat Gain: --
Notes: Anti-air combo route


  • CH Air to Air j.B > land > (j.A ) > j.B > djc j.B > j.C > j.214B
Requirements: --
Damage: 2004, Heat Gain: --
Notes: Depending on both you and your opponents height when you get the CH, you might need to pick up the combo with j.A or j.B when you jump back up, depending on what'll reach and what you have time for.


  • CH 5B > 5C > 2C > hDP > 2B > jc j.B > djc j.B > j.214B
Requirements: --
Damage: -- , Heat Gain: --
Notes: Lower axe level punish combo to punish baited reversals.


  • 5AA > 5B > 236A~6~A > 214B
Requirements: Red Axe
Damage: -- , Heat Gain: --
Notes: --


  • 5AA > 2B > jc j.2B , land dash j.B > djc j.B > j.C > j.214B
Requirements: Red Axe
Damage: -- , Heat Gain: --
Notes: Good corner carry.


  • 5AA > 5B > 236A~6~A > 214AB > 22B , 2AB > (22B Hits) > 66 h5B > 22B oki
Requirements: Red Axe, 50 Meter
Damage: 3287 , Heat Gain: --
Notes:

- Need round start positioning for the h5B to put them in the corner for the 22B oki to work.
- Can go for j.B safe jump afterwards


  • CH Throw > 2A > 2B > jc falling j.2B |> 66 h5B > dc 2B > 2C > 214B > 5AA > 5B > 2AB (> 236236D)
Requirements: Red Axe, (50 Meter)
Damage: -- , Heat Gain: --
Notes:


  • Throw > OMB > 2C > hDP > 2B > jc falling j.2B > 66 h5B > 236B~6~A > 214B (> 236236D )
Requirements: Red Axe, Burst, (50 meter)
Damage: 5537 without D Beast, 8297 with D Beast , Heat Gain: --
Notes: --

Midscreen to Corner

Corner Only


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