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.
|"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.|
- No Color (Gray)
The higher the level of the Axe Gauge is, the more damage she does. See her frame data for exact values, as her supers scale slightly differently with axe level compared to her other attacks.
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).
- At the end of each round, her current axe level will carry over.
- The higher the level of your axe gauge, the faster your gauge will decrease, so it can take 7 seconds for the gauge to fall from level 4 to level 3; however, it will only take 4 seconds for the gauge to fall from level 5 to level 4.
- The axe gauge will always drift to a level 3 (green) status so if you are at gray or blue the axe will drift up despite Labrys being idle, whereas as yellow or red it will drift down to green.
- Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
- 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
- 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
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
- Quick-ish, but unsafe
Will knock the opponent down if they're airborne.
- 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.
- 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.
- Soft knockdown on hit
Combos into 236A or 236C
- 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
- Move covers a big space around Labrys
- Slow to start up, so difficult to challenge people in the air
j.B 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
- 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.
- Runs forward slightly before grabbing if performed outside of grab range.
Can combo into 5A afterward.
5th Gen Axe Slash
- Slides forward slightly
Lacks the vertical reach that many other reversals have.
- 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.
B/C Chain Knuckle -> 6
- -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.
- 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.
- 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.
EX Chain Knuckle
- 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
- 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
- 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
- A faster version of air Guillotine Axe
- Can link 5A depending on the height
Followup Attack EX
- 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
- 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.
- 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.
A diet version of Ruby's 4p. It lacks some range compared to ruby's but can be used exactly the same.
Weaver's Art: Beast
- 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.
- Can be charged for extra 104 frames
- Fully charged does an absurd amount of damage (10000 ), 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 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
P during Partner's Distortion Skill
Can't be charged like the solo version.
Weaver's Art: Inquisition
- 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.
|To edit frame data, edit values in BBTag/Labrys/Data.|
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Click [★] for character's full frame data