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Line 1,125: |
Line 1,125: |
| <br clear=all/> | | <br clear=all/> |
| ==Strategy== | | ==Strategy== |
| ===Offense=== | | ===General Tactics=== |
| In this part, you can talk about anything you feel like beginner players Yukikould know.<br/> | | In this part, you can talk about anything you feel like beginner players should know.<br/> |
| <br/> | | <br/> |
| '''Split up your topics like this'''<br/> | | '''Split up your topics like this'''<br/> |
Line 1,134: |
Line 1,134: |
| Add more asterisks to further indent your text as necessary. | | Add more asterisks to further indent your text as necessary. |
|
| |
|
| The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
| |
|
| |
| ----
| |
| ===Defense===
| |
|
| |
| ----
| |
| ===Neutral===
| |
|
| |
|
| | ===Tips and Tricks=== |
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| |
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| ==Combos== | | ==Combos== |
Overview
Placeholder
Health: Placeholder
Play-style: Placeholder
Movement Options: Placeholder
Persona: Placeholder
Placeholder
Pros/Strengths:
- Placeholder
- Placeholder
- Placeholder
Cons/Weaknesses:
- Placeholder
- Placeholder
- Placeholder
External References:
Move List
- See also: Shadow Labrys Full Frame Data
Normal Attacks
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
All
|
7
|
3
|
19
|
-9
|
Body
|
5AA
|
400
|
All
|
12
|
3
|
15
|
-3
|
Body
|
5AAA
|
800
|
All
|
17
|
4
|
23
|
-8
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
All
|
13
|
2
|
21
|
-8
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160
|
L
|
7
|
2
|
14
|
-3
|
Foot
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
AUB
|
20
|
4
|
25
|
-12
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200
|
H
|
9
|
4
|
12
|
-1
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600
|
H
|
15
|
4
|
14
|
-1
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.2B and j.BB
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
j.2B
|
800
|
H
|
13
|
4
|
25
|
-
|
Head
|
j.BB
|
760
|
All
|
13
|
6
|
22
|
-
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Sweep 2A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1000
|
L
|
15
|
3
|
20
|
-6
|
Foot
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Persona Attacks
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop doing any moves it's doing, except 8C (while underground only), SB skills, and Titanomachia.
Knuckle Train 5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1600 [1800/2000]
|
All
|
65 [45]
|
6
|
158 total duration
|
13 hitstop + 28 blockstun
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Cliff of Creta 5D/2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Asterius guards itself. Since he's always on-screen, this helps avoiding constant Persona Breaks. There is no difference between 5D and 2D, it blocks both highs and lows just fine.
|
|
Terra's Eruption 8C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
500, 275x4
|
All
|
42
|
36
|
150 total duration
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Hammer Uppercut 2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
2000
|
All
|
112 [67]
|
8
|
182 total duration
|
13 hitstop + 28 blockstun
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Ground Throw C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 760
|
Grab
|
5
|
3
|
25
|
-
|
Grab
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Air Throw j.C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 1500
|
Grab
|
5
|
3
|
19
|
-
|
Grab
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5th Gen Axe Slash B+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
900
|
H/L/A
|
15
|
4
|
42
|
-24
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Guillotine Axe 214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
1200
|
H
|
23
|
12
|
20
|
-7
|
Body, Head
|
B
|
1800
|
H
|
30
|
12
|
20
|
0
|
Body
|
SB
|
1600
|
H
|
23
|
12
|
20
|
0
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Chain Knuckle 236 A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
500
|
All
|
18
|
8
|
36 [25~32]
|
-7~-14
|
Chest
|
B
|
500
|
All
|
22
|
13
|
41 [25~37]
|
-7~-19
|
Chest
|
SB
|
500
|
All
|
22
|
8
|
38 [22~34]
|
-4~-16
|
Chest
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Guillotine Aerial j.214 A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400, 200, 600 (400, 800)
|
All, H, All
|
12
|
2 (4) until landing, 6
|
45
|
-18[-11]
|
Head*2, Projectile
|
B
|
600, 300, 600 [600, 800]
|
All, H, All
|
17
|
3 (6) until landing, 6
|
40
|
-13[-6]
|
Body*2, Projectile
|
SB
|
500, 250, 1000 [500, 1000]
|
All, H, All
|
15
|
2 (4) until landing, 6
|
35
|
-1
|
Body*2, Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Buffalo Hammer 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2000
|
All
|
82 [66]
|
6
|
166f total duration (may be reduced by ~12f)
|
-
|
Body
|
D
|
2400
|
All
|
94
|
6
|
183f total duration
|
-
|
Body
|
SB
|
1200, 600
|
All
|
62
|
6 (21) 6
|
-
|
-
|
Body
|
Earthquake
|
300
|
L
|
+1
|
1
|
-
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Flame of Hades 236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
200, 100xn, 1000
|
All
|
77
|
15,(11), 30
|
-
|
-
|
Projectile
|
D
|
200, 100xn, 1000
|
All
|
95 [54]
|
30(11)26
|
-
|
-
|
Projectile
|
SB
|
200, 100xn, 1000
|
All
|
101
|
30(11)26
|
224f total duration
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Massive Slaughter [4]6C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
0, 800, 400x4
|
Grab
|
63
|
8
|
-
|
-
|
Grab
|
D
|
0, 800, 400×4
|
Grab
|
81
|
8
|
-
|
-
|
Grab
|
SB
|
0, 800, 400×4
|
Grab
|
35
|
8
|
-
|
-
|
Grab
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Public Execution [2]8C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
0, 1200, 600 [0, 1200, 1500]
|
Grab
|
63 [39]
|
6
|
-
|
-
|
Grab
|
D
|
0, 1200, 600x2
|
Grab
|
83
|
8
|
-
|
-
|
Grab
|
SB
|
0, 1200, 600x3
|
Grab
|
51
|
7
|
-
|
-
|
Grab
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Challenge Authority 236236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2400
|
All
|
4+14
|
6
|
121 (or until landing)
|
-25
|
Body
|
D
|
2600
|
All
|
4+29
|
6
|
115 (or 133 + until landing for air)
|
-4
|
Body
|
SB
|
3000
|
All
|
4+14
|
6
|
115 (or 133 + until landing for air)
|
-4
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Awakened SP Skill Attacks
Brutal Impact 214214A/B
The startup is slow and fully invincible Unlike Labrys' Brutal Impact, this is blockable.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
3000
|
All
|
25+5
|
6
|
62
|
-49
|
Body
|
B
|
4500
|
All
|
127+5 (minimum)
|
6
|
88
|
-75
|
Body
|
SB
|
6000
|
All
|
157+29 (minimum)
|
6
|
88
|
-75
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Titanomachia 214214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Summon
|
-
|
-
|
4+?
|
-
|
27 total (air version: 18f landing recovery)
|
-
|
-
|
End
|
3400
|
All
|
Flash+19
|
2
|
-
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Labyrinthos Gate 222A+B
I got you.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Activation
|
--
|
-
|
-
|
-
|
19f total
|
-
|
-
|
Throw 222AB
|
K.O.
|
-
|
37
|
2
|
29
|
-
|
Grab
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (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.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data