BBTag/Labrys

From Dustloop Wiki
Labrys
BBTag Labrys Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Mid-range, Big D*ck Damage
Team role
Point, Support

Overview

"Get a load a' these mooks!"

Backstory

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.

Playstyle

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

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

Special Gauge - Axe Icon

Basics

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
Management

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

4A
4A
BBTag Labrys 4A.png
BBTag Labrys 4AA.png
BBTag Labrys 4AAA.png
BBTag Labrys 4AAAA.png
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4A
  • 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
  • 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
  • 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
  • knocks down on grounded hit

same as her 5AAAA

5A
5A
BBTag Labrys 5A.png
BBTag Labrys 5AA.png
BBTag Labrys 5AAA.png
BBTag Labrys 4AAAA.png
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5A
  • Actually out-ranges a surprising number of characters.

Your go-to ground poke.

5AA
  • Second hit of autocombo, nothing really special.
5AAA
  • Can whiff at certain distances

Jump cancellable, but leaves Labrys extremely punishable if pushblocked.

5AAAA
  • Mostly used for axe meter
5B
5B
BBTag Labrys 5B.png
BBTag Labrys 5BB.png
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5B

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
5C
5C
BBTag Labrys 5C.png
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  • Quick-ish, but unsafe

Will knock the opponent down if they're airborne.

2A
2A
BBTag Labrys 2A.png
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  • 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.

2B
2B
BBTag Labrys 2B.png
'I had dibs on this move before Hilda'
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  • 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.

2C
2C
BBTag Labrys 2C.png
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  • Soft knockdown on hit

Combos into 236A or 236C

j.A
j.A
BBTag Labrys jA.png
BBTag Labrys jAA.png
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j.A
  • 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
  • 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

j.B
j.B
BBTag Labrys jB.png
So I heard you like big hitboxes
BBTag Labrys jAA.png
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j.B
  • 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
  • Can be jump cancelled into j.B

Only exists to be used in combos

j.C
j.C
BBTag 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...

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  • 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

Ground Throw
Ground Throw
5B+C
BBTag Labrys GroundThrow.png
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  • Runs forward slightly before grabbing if performed outside of grab range.

Can combo into 5A afterward.

5th Gen Axe Slash
5th Gen Axe Slash
5A+D
BBTag Labrys 5thGenAxeSlash.png
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  • Slides forward slightly

Lacks the vertical reach that many other reversals have.


Skills

Chain Knuckle
Chain Knuckle
236A/B
BBTag Labrys ChainKnuckle.png
Grabrys
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A
  • 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
  • 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
Winch Dash
B/C Chain Knuckle > 6
BBTag Labrys WinchDash.png
Zoop!👉😎👉
BBTag Labrys WinchDashFollowupA.png
BBTag Labrys 2C.png
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Winch Dash
  • -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
  • Overhead, very unsafe on block.
Followup Attack B
Dash > B
  • Low, safe on block though, can also continue into safejump on hit if you want to.
Guillotine Axe
Guillotine Axe
214A/B
BBTag Labrys GuillotineAxe.png
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A
  • Faster, but cant combo solo after.
B
  • 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
Aerial Guillotine
j.214A/B
BBTag Labrys AerialGuillotine.png
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A
  • 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
  • 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

EX Chain Knuckle
EX Chain Knuckle
236C
BBTag Labrys ChainKnuckle.png
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  • 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
EX Followup Attack
Winch Dash > C
BBTag Labrys 5A.png
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  • 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
EX Guillotine Axe
214C
BBTag Labrys GuillotineAxe.png
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  • 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
EX Aerial Guillotine
j.214C
BBTag Labrys AerialGuillotine.png
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  • A faster version of air Guillotine Axe
  • Can link 5A depending on the height

Partner Skills

5P
5P
Followup Attack EX
BBTag Labrys 5A.png
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  • Moves forward before attacking
  • Decent for combo extensions

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

6P
6P
Weaver's Art: Orb
BBTag Labrys 6P.png
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  • 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.

4P
4P
4AAA
BBTag Labrys 4P.png
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  • 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

Weaver's Art: Beast
Weaver's Art: Beast
236B+C
BBTag Labrys WeaversArtBeast.png
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  • 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
Brutal Impact
214B+C
BBTag Labrys BrutalImpact.png
I'm gonna smack you!
BBTag Labrys BrutalImpact2.png
SO HARD!
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  • 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

Brutal Impact
P during Main Character's Distortion Skill
BBTag Labrys BrutalImpact.png
When you need that little bit of extra damage
BBTag Labrys BrutalImpact2.png
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Can't be charged like the solo version.


Astral Heat

Weaver's Art: Inquisition
222B+C
BBTag Labrys WeaversArtInquisition.png
"Ariadne!"
BBTag Labrys WeaversArtInquisition2.png
"Time for your punishment!"
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  • 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.


Roadmap

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Navigation

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.