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BBTag Labrys Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Aggressive, Mid-range, Big D*ck Damage
Team role
Point, Support


"Get a load a' these mooks!"


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 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
  • 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

Persona: Ariadne[edit]

Special Gauge - Axe Icon[edit]


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

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[edit]

P4Arena Labrys 5A.png
P4Arena Labrys 5AA.png
P4Arena Labrys 5AAA.png
P4AU Labrys 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1200 All 7 6 16 -8
  • Jump cancellable
  • special cancellable
  • decent upwards hitbox

Her Persona 5A, 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.

4AA 1500 All 11 3 22 -8
  • special cancellable
  • can gatling into 4AAA or 5A

Her vanilla P4A 5AA, can gatling into 4AAA to launch the opponent or 5A for longer distance confirms

4AAA 1700 All 12 4 25 -10
  • Launches the opponent upward, but cannot be jump cancelled
  • Special cancellable

Vanilla P4A 5AAA, 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

4AAAA 1000*3 All 12 3(6)3(10)6 24 -11
  • knocks down on grounded hit

same as her 5AAAA

P4Arena Labrys 5B.png
P4AU Labrys 5AA.png
P4Arena Labrys 2B.png
P4AU Labrys 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 9 2 23 -8
  • Actually out-ranges a surprising number of characters.

Your go-to ground poke.

5AA 1500 All 16 - - -8
  • Second hit of autocombo, nothing really special.
5AAA 1700 All - - - -
  • Can whiff at certain distances

Jump cancellable, but leaves Labrys extremely punishable if pushblocked.

5AAAA 1000*3 All 12 3(6)3(10)6 24 -11
  • Mostly used for axe meter

P4Arena Labrys 5C.png
BBTag Labrys 5BB.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 750*4 All 27 4,4,6,6 Total: 66 -5

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, but the range makes it a decent enough poke

5BB 1000*3 All 21 X(12)X(12)X Total: 71 0

P4Arena Labrys AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 22 3 24 -10
  • Quick-ish, but unsafe

Will knock the opponent down if they're airborne.

P4Arena Labrys 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 8 2 14 -2
  • 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.

P4Arena Labrys 2C.png
'I had dibs on this move before Hilda'
Damage Guard Startup Active Recovery Frame Adv.
800*3 All 16 3*3 35 -7
  • 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.

P4Arena Labrys Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
  • Soft knockdown on hit

Combos into 236A or 236C

P4Arena Labrys jA.png
P4Arena Labrys jBB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1200 High 9 6 16 -
  • 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.

j.AA 1500 High 9 5 22 -
  • 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

P4Arena Labrys jB.png
So I heard you like big hitboxes
P4Arena Labrys jBB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1500 High 16 4 14 -
  • Move covers a big space around Labrys
  • Slow to start up, so difficult to challenge people in the air

Good for crossups, jump-ins, and air to airs.

j.BB 1500 High 9 5 22 -
  • Can be jump cancelled into j.B

Only exists to be used in combos

P4Arena Labrys jC.png
The pattern kind of resembles a labyrinth, which is neat.

Because, you know, Ariadne and the labyrinth and the minotaur and all that... The P4A lore...

Damage Guard Startup Active Recovery Frame Adv.
800*3 All 13 6*3 33 -
  • 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[edit]

Ground Throw[edit]
Ground Throw
P4Arena Labrys GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0*2, 2000 Throw 7~30 3 23 -
  • Runs forward slightly before grabbing if performed outside of grab range.

Can combo into 5A afterward.

5th Gen Axe Slash[edit]
5th Gen Axe Slash
P4Arena Labrys BD.png
Damage Guard Startup Active Recovery Frame Adv.
2500 Air Unblockable 24 4 48 -33
  • Slides forward slightly

Lacks the vertical reach that many other reversals have.


Chain Knuckle[edit]
Chain Knuckle
P4Arena Labrys ChainKnuckle.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 All 17 5 21~25 -5~-10
  • Fast startup.

A decent-ish way to interact with your opponent at about half-screen, but can't be followed up with winch dash.

B 1500 All 25 7 21~27 -5~-11
  • Goes nearly full-screen.

A decent way to get in on your opponent from long distance. Make sure to cover yourself with an assist.

Winch Dash[edit]
Winch Dash
B/C Chain Knuckle > 6
P4Arena Labrys WinchDash.png
BBTag Labrys WinchDashFollowupA.png
P4Arena Labrys Sweep.png
Version Damage Guard Startup Active Recovery Frame Adv.
Winch Dash - - - - 21~27 -
  • -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

Followup Attack A
Dash > A
1700 High 20 - - -21
  • Overhead, very unsafe on block.
Followup Attack B
Dash > B
1700 Low 12 3 20 -4
  • Low, safe on block though, can also continue into safejump on hit if you want to.

Guillotine Axe[edit]
Guillotine Axe
P4Arena Labrys GuillotineAxe.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 2000 High 23 5 26 -10
  • Faster, but cant combo solo after.
B 2400 High 36 5 26 -6
  • 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[edit]
Aerial Guillotine
P4Arena Labrys GuillotineAerial.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1000*3 All 12 2(4)Until L,6 28 -6
  • Labrys does a quick spin before bringing her axe straight down

Not really useful except as a combo ender, but generally you want to use the B version

B 1100*3 All 23 3(6)Until L,6 28 -3
  • Labrys does a slower spin in place before bringing the axe down
  • The little spin that Labrys does will hit

Because this does slightly more damage, you want to end combos with this version most of the time.

Extra Skills[edit]

EX Chain Knuckle[edit]
EX Chain Knuckle
P4Arena Labrys ChainKnuckle.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 17 7 21~27 -5~-11
  • 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[edit]
EX Followup Attack
Winch Dash > C
P4Arena Labrys 5B.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 11 4 21 -4
  • 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[edit]
EX Guillotine Axe
P4Arena Labrys GuillotineAxe.png
Damage Guard Startup Active Recovery Frame Adv.
500, 3000 All, High 11 4(8)5 21 -1
  • 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[edit]
EX Aerial Guillotine
P4Arena Labrys GuillotineAerial.png
Damage Guard Startup Active Recovery Frame Adv.
1200*3 All 12 2(4)Until L, 6 24 +4
  • A faster version of air Guillotine Axe
  • Can link 5A depending on the height

Partner Skills[edit]

Followup Attack EX
P4Arena Labrys 5B.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (17)+13~21 2 33 -16
  • Moves forward before attacking
  • Decent for combo extensions

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

Weaver's Art: Orb
P4AU Labrys WeaversArtOrb.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All (17)+67 - Total: (18)+113 -30
  • 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.

P4Arena Labrys 5AAA.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (17)+11 3 33 -17
  • 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[edit]

Weaver's Art: Beast[edit]
Weaver's Art: Beast
P4Arena Labrys WeaversArtBeast.png
Damage Guard Startup Active Recovery Frame Adv.
1000, 4700*2
[1000, 1550*9]
All 4+16 12 - -68
  • Will whiff if something hits the opponent after the move traps them, so a partner may screw you over.

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.

Brutal Impact[edit]
Brutal Impact
P4Arena Labrys BrutalImpact.png
I'm gonna smack you!
P4Arena Labrys BrutalImpact2.png
Damage Guard Startup Active Recovery Frame Adv.
6000 [7000] All 22+3~119 6 76 -61
  • 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.

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[edit]

Brutal Impact
P during Main Character's Distortion Skill
P4Arena Labrys BrutalImpact.png
When you need that little bit of extra damage
P4Arena Labrys BrutalImpact2.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 6 58 -43

Can't be charged like the solo version.

Astral Heat[edit]

Weaver's Art: Inquisition
P4Arena Labrys WeaversArtInquisition.png
P4Arena Labrys WeaversArtInquisition2.png
"Time for your punishment!"
Damage Guard Startup Active Recovery Frame Adv.
1000 All 7+14 15 Total: 112 -66
  • 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.


1,124% complete
Page Status Score
Overview Awesome job! 150/15
Combos Combos are completed, available on a combo document. 10/10
Strategy This one only misses the "Okizeme" area 914/25
Frame Data Complete, up to date for v2.0 50/50

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Ambox notice.png 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.
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