BBTag/Labrys: Difference between revisions

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* Slow to start up, so difficult to challenge people in the air
* Slow to start up, so difficult to challenge people in the air


j.A is good for crossups, jump-ins, and air to airs.
j.B is good for crossups, jump-ins, and air to airs.
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* Can be jump cancelled into j.B
* Can be jump cancelled into j.B

Revision as of 03:17, 15 April 2021

Overview

Template:CharaOverview

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA
4AAAA

  • 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

5A

5B

5C

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

5th Gen Axe Slash

5A+D


Skills

Chain Knuckle

236A/B

Winch Dash

B/C Chain Knuckle -> 6

Guillotine Axe

214A/B

Aerial Guillotine

j.214A/B


Extra Skills

EX Chain Knuckle

236C

EX Followup Attack

Winch Dash -> C

EX Guillotine Axe

214C

EX Aerial Guillotine

j.214C

Partner Skills

5P

Followup Attack EX

6P

Weaver's Art: Orb

4P

4AAA


Distortion Skills

Weaver's Art: Beast

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 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.

Brutal Impact

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 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.
  • 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[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

Brutal Impact

P during Partner's Distortion Skill


Astral Heat

Weaver's Art: Inquisition

222B+C



External References

Navigation

To edit frame data, edit values in BBTag/Labrys/Data.