P4AU2/Labrys/Frame Data

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System Data[edit]

Health: 9,500

Combo Rate: 60%

Persona Cards: 3

Backdash Time: 21

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F startup, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F


Ambox warning.png This data is all copied over from Ultimax 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Attacks[edit]

  • Damage modifiers according to axe level, default is Lv3 at 100%: Lv 1: 60%, Lv 2: 80%, Lv 3: 100%, Lv 4: 110%, Lv 5: 120%
  • When in Red Axe, All Counter Hits with Axe attacks become Fatal Counter
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
5A 120/160/200/220/240 3 Body All CSJO 200 200 50 7 3 19 -7 -
5AA
Normal
240/320/400/440/480 4 Body All CSO 0 100 50 11 3 20 -6 -
5AAA
Normal
600/800/1000/1100/1200 5 Body All CSO 0 400 50 12 2(6)3(10)6 30 -19 -
5AA
Shadow
240/320/400/440/480 4 Body All CSO 0 100 50 13 3 15 -1 -
5AAA
Shadow
600/800/1000/1100/1200 5 Body All CSO 0 600 50 22 4 23 -8 -
5B
No Charge
600/800/1000/1100/1200 5 Body All CSDO 300 100 1000 15 2 25 -8 -
5B
Half Charge
900/1200/1500/1650/1800 5 Body All CSDO 300 100 1000 36-87 2 35 -11 -
  • Dash Cancel is +4
5B
Full Charge
900/1200/1500/1650/1800 5 Body All CSDO 1400 100 1000 120 2 25 -- -
  • Unblockable
2A 160 3 Leg L CSO 500 100 50 7 2 14 -1 -
2B
No Charge
480/640/800/880/960 5 Body All CSJO 200 100 50 17 4 26 -11 8-26 Head
2B
Half Charge
720/960/1200/1320/1440 5 Body All CSJO 200 100 50 38-93 4 34 -14 8-9 Head
2B
Full Charge
720/920/1200/1320/1440 5 Body All CSO 1400 100 1000 120 4 34 -- 8-9 Head
  • Unblockable
j.A 300 2 Head HA CSJO 200 100 50 11 4 6 - -
j.B 360/480/600/660/720 3 Head HA CSJO 200 200 50 15 4 14 - -
j.BB 480/640/800/880/960 5 Head All CSJO 200 100 50 13 6 22 - -
j.2B 480/640/800/880/960 4 Head All CSJO 200 100 500 18 5 25 - -
Guard Cancel Attack 0 - - All - - - - - - - - -
All Out Attack 180/240/300/330/360 5 Body H O 0 1000 10000 27 4 32 -17 12-27 Guard
All Out Rush 200*N 5 Body All O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body All O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 18 hits
All Out Finish (D) 1000 5 Body All DO 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 18 hits
  • Corner Bounces if All Out Rush did 18 hits
Sweep 600/800/1000/1100/1200 4 Leg L SO 300 100 50 15 3 20 -6 4-17 Chest

Persona Attacks[edit]

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
5C 300*1,150*3 3 Projectile All CSO 400 100 50 31 4.4,6.6 16 -3 -
5D 300*2 3 Projectile All SO* 400 100 50 38 16 53 +5 -
5D~D 200*5 2 Projectile All - 400 100 50 19 - - - -
  • Each projectile after startup has 9 active frames
2C 500,250*2 3 Projectile All DSO 500 100 200 28 2.2,14 14 -2 -
j.C 300,150*3 3 Projectile All SO 200 200 50 13 6,6,6 33 - -
j.D 400*3 4 Projectile All O* 300 100 50 33 - 46 Total - -
  • After first gear starts up, remaining two start up in 8F intervals.
  • Each gear has 40 active frames

Throws[edit]

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
Ground Throw 0,840/0,1120/0,1400/0,1540/0,1680 4 Throw Throw O 0 700/100 50 5 3 19 - -
Air Throw 0,900/0,1200/0,1500/0,1650/0,1800 0.5/0.4/0.4/0.4/0.4 Throw Throw O 0 1200/100 1000/100 4 3 19 - -

Furious Action[edit]

5th Gen Axe Slash
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
BD 540/720/900/990/1080 4 Body All U 900 100 50 26-85 4 42 -29 1F - all Active Frames: Guard
  • Can Charge Attack by holding button
  • Attack becomes Counter Hit if charged to max
  • Max charged with Red Axe forces Fatal Counter
BD
Full Charge
540/720/900/990/1080 4 Body All U 1400 100 50 100 4 42 -- -
  • Unblockable

Skill Attacks[edit]

Chain Knuckle
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
236A 500 3 Body All UO 500 100 50 20 8 36 -1 -
236B 500 3 Body All UO 500 100 50 24 14 41 -1 -
236AB 500 3 Body All UO 500 100 50 24 8 41 -1 9- 31 Projectile Invul
  • Frame Advantage values based on performing moves at point blank range
Winch Dash
6 after Chain Knuckle hit or block - - - - - - - - - - 30~32 Total - 1-13 Projectile Invul
  • Recovery value changes based on distance between Labrys and opponent
Braking
4 during Winch Dash - - - - - - - - - - 22 Total - -

Stops Labrys's movement during Winch Dash.

Extra Attack
A during Winch Dash 600/800/1000/1100/1200 4 Head H O 200 400 50 20 10 36 -29 -4-20
B during Winch Dash 480/640/800/880/960 4 Leg L UO 200 400 50 13 3 20 -6 -
AB during Winch Dash 600/800/1000/1100/1200 5 Body All UO 100 200 1000 11 4 15 0 -
Guillotine Axe
214A 180,280 (720)
240,384 (960)
300,480 (1200)
330,528 (1300)
360,576 (1320)
3,5 Body All, H UO 300 1000 50 11 5(9)12 20 -5 -
214B 180,480 (1200)
240,640 (1600)
300,800 (2000)
330,880 (2200)
360,960 (2400)
3,5 Body All, H UO 300 500 50 18 5(9)12 20 0 -
214AB 180,384 (960)
240,512 (1280)
300,640 (1600)
330,704 (1760)
360,768 (1920)
3,5 Body All, H SUO 300 500 1000 18 5(9)12 20 0 -
  • Value in ( ) refers to when only 2nd part of attack hits the opponent
Guillotine Aerial
j.214A 240,120,600 (800)
320,160,600 (800)
400,200,600 (800)
440,220,600 (800)
480,240,600 (800)
3*2,5 Head, Body All, H, All UO 200/0 300/100 50 12 2(4)10 45 -13 (-6) -
j.214B 360,180,600 (800)
480,240,600 (800)
600,300,600 (800)
660,330,600 (800)
720,360,600 (800)
3*2,5 Head, Body All, H, All UO 200/0 200/100 50 17 3(6)10 40 -8 (-1) -
j.214AB 300,150,600 (800)
400,200,600 (800)
500,250,600 (800)
550,275,600 (800)
600,300,600 (800)
3*2,5 Head, Body All, H, All UO 200/0 300/100 50 12 2(4)10 35 -3 (+4) -
  • Values in ( ) for Damage and Frame Advantage refer to when only the last attack hits after being active for an unspecified amount of time
  • Red Axe does not inflict Fatal Counter if only the quake hits the opponent
Weaver's Art: Sword
22A/B/C/D/SB 300(.200) 4(.1) Projectile All - 0 200(.300) 50 81 14 38 Total 15 -
  • SB version has A+B or C+D appear simultaneously
  • 22A+B causes 22A+22C to appear simultaneously
  • 22C+D causes 22B+22D to appear simultaneously
Weaver's Art: Jewel
236C 400 4 Projectile All D 300 200 50 46 - 40 Total - -
236D 400 4 Projectile All D 300 200 50 91 - 40 Total - -
236CD 400 4 Projectile All D 300 200 50 46 - 35 Total - -

SP Skill Attacks[edit]

Weaver's Art: Beast
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
C 1200,800,400
1200,900,450
1200,1000,500
1200,1300,650
1200,2000,1000
5 - All O 0 500/100 50 4+9 (8)6*19 37 -43 -
236236D 1200,480,240x8
1200,540,270x8
1200,600,300x8
1200,780,390x8
1200,1200,600x8
5 - All O 0 500/100 50 4+13 8,6,3x8 48 -59 Guard until end
236236CD 1200,480,240x11
1200,540,270x11
1200,600,300x11
1200,780,390x11
1200,1200,600x11
5 - All O 0 500/100 50 4+21 8,6,10x13 65 -95 Guard until end
  • Attack continues until Labrys reaches the corner or comes into contact with the opponent

Awakened SP Skill Attacks[edit]

Weaver's Art: Breaking Wheel
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
214214C/D 180x5,90xN 4 Projectile All O 0 0 50 4+12 123 101 Total +21 1-28
214214CD 180x7,90xN 4 Projectile All O 0 0 50 4+12 171 101 Total +63 1-28
Brutal Impact
214214A 3000/3000/3000/3900/6000 5 Body UB - 0 100 50 112+5 6 88 - 1-122 Guard
214214B 4500/4500/4500/5850/9000 5 Body UB - 0 100 50 175+5 6 88 - 1-185 Guard
214214AB 6000/6000/60007800/12000 5 Body UB - 0 100 50 248+5 6 88 - 1-185 Guard

Instant Kill[edit]

Weaver's Art: Inquisition
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Invul
222CD K.O 5 Projectile All - 0 100 50 1+59 - 115 Total - 1-79

P Combo System[edit]

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D Sweep Special
5AAA - - - - AoA Special
Shadow 5AA Shadow 5AAA - 5C, 2C 5D AoA Special
Shadow 5AAA - - - - AoA Special
2A 2A three times[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special
5B - - 5C, 2C 5D AoA, Sweep Special, Dash
2B - 5B 5C, 2C 5D - Jump, Special
5C - - 2C 5D - Special, Super
2C - - 5C 5D AoA Special, Dash
5D - - - 5DD - Special
5DD - - - - - -
All-out Attack - - - - - -
Sweep - - - - - Special
Air P Combo Table
A B C D Cancels
j.A - j.B, j.2B j.C j.D Jump, Special
j.B - j.BB, j.2B j.C j.D Jump, Special
j.BB - - j.C j.D Jump, Special
j.2B - - j.C j.D Jump, Special
j.C - - - j.D Special
j.D - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
Labrys doesn't have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)

Persona 4: Arena Ultimax 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc