Combo Rate: 60%
Backdash Time: 23
Backdash Invincibility: 1-6
Movement Options: 1 Double Jump/Airdash, Dash type: Run
P-1 Climax Nickname: "The Raging Bull of Destruction!"
Arcana: The Wheel of Fortune
After Labrys was thrown into the TV World, Shadow Labrys and the fake school around them appeared, representing Labrys's desire to live and go to school like a normal girl. Shadow Labrys created the P-1 Grand Prix and masqueraded as Teddie to lure the other Persona users living in Inaba into it. After the player defeats Labrys, Shadow Labrys reveals herself before the player character and fights them. After being defeated, Labrys accepts her, gaining her Persona.
- Japanese Name: シャドウ ラビリス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Shadow Labrys Normal Attacks
5A is a relatively quick axe swing with huge range for its speed. 5A is Shadow Labrys's only move that's jump-cancelable on block. Gatlings to a plethora of normals and specials, although it does not cancel to 2A. Common combo and pressure starter. Can hit airborne opponents at certain spacings, giving it utility as an anti-air. At 7 frames, 5A is Shadow Labrys's fastest normal with relatively little whiff recovery for its speed and size. On air counterhit, can pick up a combo with B normals or by jump-cancelling into an air combo.
5AA has more horizontal range than 5A. Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.
5AAA has considerable horizontal and vertical range. Launches the opponent on hit. Hop-cancellable. Great mid-screen combo starter when hop-cancelled. 5AAA can also be cancelled into various specials and supers. Like all 5AAAs, Shabrys's builds 1/8th of the Burst gauge and ~13 meter on hit.
Completing the auto-combo adds Guillotine Axe A > Challenge Authority C.
- Fatal Counters.
A big forward axe swing that's a strong poke and common combo tool. While the start-up is slow, the recovery is relatively fast, making it a great neutral and pressure tool when spaced correctly. Fatal Counters, allowing for high-damage whiff-punishes. 5A > 5B and 5AA > 5B now combo on standing hit, broadening Shabrys's combo routes. While 5B is not a move you want to be caught whiffing next to an opponent, threatening with 5B is part of Shabrys's neutral, as its range and Fatal Counter properties force some opponents to stay at bay. Unlike many other 5Bs, Shadow Labrys's is not Chest attribute, so it cannot be low-profiled.
A low-hitting poke with the butt of Shadow Labrys's axe. While a fast low, it has limited range. Along with 5A, 2A is Shabrys's fastest normal at 7f. Does not cancel into itself, but does cancel into 5B, and 2A > 5B > 2AB is Shabrys's staple low string. Worse on block in Ultimax. Frequently seen in pressure and mix-ups.
- Fatal Counters.
Large upward axe swing that moves Shabrys low to the ground. Covers a huge amount of space above and around Shadow Labrys's head, including behind Shadow Labrys. Much faster than in Arena, allowing Shabrys to reactively anti-air opponents, but no longer gatlings to 5B. Used in combos to launch opponents as well as serving as an anti-air attack. Jump-cancellable only on hit. Can be used to punish moves with long recovery at certain spacings due to its Fatal Counter properties, though 5B is considerably faster; however, any 2B hit leads to huge damage, as it is Shadow Labrys's best combo starter.
A quick jump attack with relatively limited range and damage but a fair number of active frames. Capable of hitting cross-up. Gatlings to j.B and j.2B. Now combos to j.B on standing hit. Often used in air combos before ending with Guillotine Aerial and as a jump-in in mix-up and pressure. Jump-cancellable on hit or block.
A large axe swing that hits around Shadow Labrys in the shape of a "J." j.B is a fast attack with a huge hitbox, which allows for ambiguous cross-ups and fake cross-ups, and it leads to great damage. Since j.B can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach. It also has use as a safe-jump and for positioning Shabrys in combos. While a fantastic normal with a variety of uses, beware becoming overly reliant on j.B, as jumping and airdashing around non-stop with it will cost you. Jump-cancellable on hit and block.
j.2B and j.BB
Followup to j.B. A horizontal axe swing that causes wallbounce. Has a slight backward hitbox, allowing for cross-ups with instant air-backdash, airturn, and careful positioning. j.BB is common in corner combos since the wallbounce allows for hard knockdown.
j.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB would fail to combo or yield no okizeme. Used in combos for corner carry and hard knockdown into okizeme. Must be inputted as j.2B, not j.1B or j.3B. j.2B is a very strong air-to-air tool due to j.2B's enormous horizontal hitbox and cross-up potential; additionally, it does not extend Shadow Labrys's hurtbox as far as j.B does. Jump-cancellable on hit and block. Has landing recovery if not cancelled or if recovery is not completed in air.
While j.BB is not an overhead, j.2B is, making it useful in pressure and mix-up.
A giant overhead axe swing. Universal overhead. At 27 frames, it's fairly slow and the animation is somewhat telegraphed but the attack has a decent amount of range and the attack animation itself be obscured with careful use of Asterius. On hit, the C ender launches the opponent high into the air for a combo into knockdown, while the D ender shares 5B's animation and causes wallbounce near the corner. On ground hit, Shadow Labrys's AoA does quite a bit of damage but it's very unsafe on block without the meter to One More! Cancel. Can be used to combo into knockdown and set-ups or into supers. As a punish tool, however, it's not nearly as useful as it was in Arena due to improved Fatal routes, which offer much higher damage.
The mook data on Shadow Labrys's AoA stated that it lost all armor frames; however, testing has shown this is not true. Guardpoint seems to exist early in the animation, then end when Shadow Labrys's axe begins to descend.
Shadow Labrys slides forward a bit and sweeps the opponent with her axe. Has quite a bit of range and low-profiles well. Significantly negative on block, but can be made safer with proper spacing or a One More! Cancel. Like most sweeps, Shadow Labrys's be cancelled into a hop, DP, special, or super. Now low-profiles chest-attribute attacks such as Narukami's 5B and Mitsuru's 5A due to the inclusion of chest invuln. Used frequently in pressure, mix-up, and combos. Sweep and 2A are Shabrys's only low-hitting moves.
Persona Normal Attacks
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands, except 2C (if already underground), SB skills, and during Titanomachia.
In Ultimax, Shadow Labrys can now cancel all of Asterius's normal persona attacks into specials and supers on hit, block, and whiff, allowing Knuckle Train to be cancelled into Flame of Hades or Challenge Authority, for one example. Additionally, persona moves can now be inputted while Shadow Labrys blocks, albeit with limited practical application.
|1600 [1800/2000]||All||65 ||6||158 total duration||13 hitstop + 28 blockstun||Body|
Asterius lunges forward and punches the opponent, causing a comboable groundslide on hit. Can be charged, delaying the attack and increasing damage. One oki option, as charging the attack punishes late-tech, and new cancel options allow a blocked 5C to be cancelled into various specials for mix-up. Very strong combo tool, particularly when charged for increased damage, though its proration is quite high. One of Shadow Labrys's strongest knockdown options when combined with Guillotine Aerial.
Bracketed value is for start-up during Titanomachia.
Asterius guards himself. Since he's always on-screen, activating Asterius's guard keeps him safe and allows you to avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows just fine, as well as specials and supers. When blocking, Asterius absorbs projectiles, so a single-hit projectile that connects with a blocking Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. Shabrys is free to move while Asterius is blocking; however, he will always move or teleport to her location on her wake-up.
Pressing D once will cause Asterius to block until a command is inputted but system commands using C or D will automatically activate Asterius (for example, rolls, hops, Furious Actions, and throws will all trigger Asterius to attack). Holding and releasing D at precise timings to manipulate Asterius's movements is key to executing certain combos.
|500, 275x4||All||42||36||150 total duration||-||Projectile|
Asterius spouts bits of flame from his horns. Makes an effective anti-air barrier and good for space control. Often seen in combos as the hitstun from the fire allows Shabrys to juggle opponents. While the attack cannot hit grounded opponents, an opponent can certainly be launched into the flame. Was 2C in the original Arena. No longer as safe to use at neutral due to the input change, as Shabrys can no longer set Terra's Eruption while blocking low in order to curtail jump-ins.
|2000||All||112 ||8||182 total duration||13 hitstop + 28 blockstun||Body|
Asterius dives underground, locks on to the opponent's location, then reemerges at the opponent's location and punches them, blasting them into the air. Inflicts quite a bit of damage on hit and gives Shabrys advantage on block. The threat of the attack forces the opponent to quickly stop their offensive to dodge the attack or block it and be put in blockstun. Useful for starting an offensive or punishing opponents for auto-piloting. Can be mashed while blocking at the risk of losing a card, as Asterius will continue the attack while Shabrys blocks if he makes it underground safely, though savvy opponents will notice Asterius's sudden absence. Was 8C in the original Arena. Asterius locks on to an opponent's position sooner in Ultimax.
2C is also key to displacing Asterius, as once he emerges, 2C can be cancelled into a special to continue pressure. On hit, the untechable time is significant and the attack can be followed up with a combo. Quickly reacting to how an opponent approaches 2C is important when mounting your offensive and determining whether you're gaining or losing ground.
Bracketed values indicate the start-up when used during Titanomachia.
Shadow Labrys grabs the opponent, then throws them onto the ground and strikes with her axe. Low damage for a throw but can convert into a combo meterless with Asterius as well as by using either a One More! Cancel or One More! Burst.
Shadow Labrys grabs the opponent and hurls them toward the wall. If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo. Can also be converted into a combo with use of a One More! Cancel.
5th Gen Axe Slash
Unlike most DPs, Shadow Labrys's has autoguard rather than invuln. At 15f, it's relatively fast, making it harder to cause reactable slowdown than with Labrys's DP, and hits surprisingly far in front of Shadow Labrys herself; however, the vertical hitbox is weak, allowing opponents to easily force it to whiff. Causes a comboable bounce on hit. Used in combos to launch the opponent into an air combo or to supercancel. Due to its range, it can situationally be used as an anti-air. Like all DPs, it converts 4.5% HP into blue health and can be super-cancelled on hit or block. A strong DP but resist the urge to spam it or you'll lose a significant portion of your life (if not all of it).
6A+B while blocking
Slow, as Guard Cancel Assaults are known to be, but one option of escaping pressure at the cost of 50 meter. Shares the same animation as Shadow Labrys's 5AAA and retains 5AAA's slight backward hitbox, so it can catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.
A giant axe slam that must be blocked high. The attack pushes Shadow Labrys slightly back from her opponent. On hit, the A and B versions cause an air-techable ground bounce, while the SB version forces the opponent to ground tech. The Guillotine series received a complete overhaul in Ultimax, changing to a one-hit overhead that no longer grants an easy meterless knockdown. All versions can still be super cancelled and One More! Cancelled on hit or block to continue pressure, for mix-up, and in certain kill combo routes. If combined with Asterius's moves, knockdown is still possible at the expense of free okizeme. All versions have deceptively large range and a huge number of active frames. Guillotine Axe can hit airborne opponents.
A: Fastest start-up, but significantly negative on block. With meter, can be One More! Cancelled into j.A for a double overhead fuzzyguard set-up or to continue pressure. The fourth move of Shadow Labrys's autocombo, so it's best to stop at 5AA or 5AAA to avoid letting the opponent tech immediately after the Guillotine unless Asterius is able to assist.
B: Slowest start-up, deals the most damage, but safe on block. However, the opponent can jab you out of the move if you throw it out carelessly due to its lengthy start-up.
SB: As fast as the A version, does slightly more damage, and safe on block. Groundbounces but is not air-techable and causes hard knockdown. On hit, can convert into a full combo. Unlike Guillotine Axe A and B, the SB version is special-cancellable, though Shadow Labrys only has two ground specials: the Guillotine series and Chain Knuckle. Very useful for setting up Titanomachia activations or as a quick (but safe) grounded overhead, albeit at the cost of 25 meter.
- SB Knuckle has projectile invuln, frames not yet determined.
Shadow Labrys's new ground special. Unlike Labrys's Chain Knuckle, Shadow Labrys's has no follow-up attacks. All versions share slow start-up, poor recovery, and all can be either One More! or super-cancelled. Situationally useful for harassing opponents without giving up positioning and used in certain Fatal Counter combos. On hit, all versions cause wallbounce near the corner and an immediately techable bounce outside the corner. Use cautiously: Chain Knuckle can be low-profiled by moves with chest invuln, including sweeps.
A: Fastest start-up, but limited range. Reaches approximately half-stage. Very unsafe on block if not spaced well and without Asterius for support.
B: Longer start-up but increased range. Reaches roughly three-quarters stage distance but will whiff if the opponent is hugging the corner. Can be followed up near the corner even on normal hit.
SB: Shares B's start-up and range but recovers slightly faster, allowing for easier follow-ups off the corner wallbounce.
|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|
Shadow Labrys spins in place in the air for a bit, then slams her axe down on an opponent. Only the axe slam must be blocked high. A shockwave is created as Shadow Labrys's axe hits the ground, which is projectile attribute; the force of the shockwave is determined by her height when performing the attack. Just like the ground Guillotine series, the Guillotine Aerial series changed from Arena to Ultimax and now cause a techable groundbounce. Shadow Labrys must combine the Aerial with Asterius's attacks for hard knockdown or perform the Aerial after an airturn so that only one hit connects with the opponent (giving her meterless hard knockdown and better okizeme options).
If performed high enough in the air, the attack does more damage and hitstun/blockstun, as indicated by the bracketed values. Gullotine Aerial creates incredibly ambiguous mix-ups when One More! Cancelled before reaching the ground.
A: Fastest start-up of all versions but the least damaging. Appears frequently in combos. When combined with Buffalo Hammer, leads to hard knockdown into okizeme. Can be cancelled into from almost any stray j.A or j.B hit. Head attribute, so it loses to most 2Bs.
B: Slower, slightly more damaging, and more difficult to use in certain combos due to its restricted hitbox. Somewhat safer on block than the A version.
SB: Unchanged from Arena: causes knockdown without Asterius at the expense of meter. Used for Massive Slaughter okizeme. Safest on block.
|C||0, 1200, 600 [0, 1200, 1500]||Grab||63 ||6||-||-||Grab|
|D||0, 1200, 600x2||Grab||83||8||-||-||Grab|
|SB||0, 1200, 600x3||Grab||51||7||-||-||Grab|
Anti-air grab and new move debuting in Ultimax. Asterius lunges upward, head extended to catch airborne opponents. On hit, Asterius proceeds to knock the opponent back and forth several times in mid-air, juggling them before finishing by flinging them away. The final hit causes an immediately air-techable wallbounce. Depending on the version used as well as the opponent's positioning, Shadow Labrys and the opponent may switch sides. Public Execution cannot hit grounded opponents (though they can be comboed into the grab in a variety of ways); however, as a command grab, it is unblockable, so airborne opponents must evade the grab once it's active.
As a reactive anti-air grab, Public Execution has weaknesses, from its start-up and limited hitbox to its proration, but it truly shines in combos. Despite Public Execution's high proration values, the move has a significant amount of guaranteed untechable time, allowing for extensions into Brutal Impact B or SB. Since the grab cannot be Bursted, its primary use is in max damage and/or kill combo routes to link supers together while locking out an opponent's Burst. Additionally, Public Execution is comboable, whether as a combo starter or mid-combo move, and does high damage on raw hit, making it quite good for tech traps and air combo resets; however, there is no way to force an opponent into any version of Public Execution after airblocking one of Asterius's attacks, so using Public Execution to catch various techs or as a reset is highly situational.
The image shows the first hit of Public Execution, which is the grab's initiation and always does zero damage. Asterius's forward distance when beginning the grab differs depending on the version used. All versions have identical proration values; however, the greater the number of hits, the longer the opponent is juggled, giving Shadow Labrys more time to charge and release Brutal Impact B or SB.
Bracketed values are for the Titanomachia version.
C Version: Asterius appears closest to Shadow Labrys. Start-up is faster than the D version's, slower than the SB's. Hits three times. This version has less utility than the D and SB versions, but can be used when close to the corner to link into Brutal Impact B or SB. On raw hit, it's more difficult to follow-up than other versions, but it can be used as a tech trap or to punish an opponent for jumping out, though beware losing okizeme and positioning, as the wallbounce from the final hit will allow the opponent to tech out of the corner if the grab is not followed up. If cancelled into from one of Asterius's normals, Asterius will begin the grab from his current location, extending the range.
D Version: Asterius travels forward before beginning the grab, giving it improved range but the slowest start-up of all versions. Hits four times. Combos from 5AAAA and can be followed up without Brutal Impact, though such combos are typically impractical and do less damage than standard routes. With Awakening, Public Execution D is an excellent combo tool, as it creates combo extensions from both Titanomachia and Brutal Impact into a second Brutal Impact for explosive, unburstable damage. The final hit always causes Shadow Labrys and the opponent to switch sides.
SB Version: Shares the range of the D version with the fastest start-up at the cost of 25 SP. Hits five times. Like the D version, it combos from Shadow Labrys's autocombo, and, again, allows for combo extensions after Titanomachia into both the B and SB versions of Brutal Impact. The SB version is a very strong combo tool due to the grab's untechable time.
Titanomachia Version: Fastest start-up of all versions. As with the C version, hits three times, but the damage of the third hit is increased. Begins from Asterius's current position. Used in very specific Titanomachia sequences or as a "surprise" attack to catch opponents during Titanomachia, though such use should be sparing.
236236C/D (air OK)
|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|
Asterius swings his fist and delivers a giant punch to the screen. Has deceptively large range and does a good amount of damage with a significant amount of invuln. Unlike in the original Arena, both Shadow Labrys and Asterius are invuln to supers. The attack starts from Asterius's position, not Shadow Labrys, making it useful for punishing and/or sniping an opponent. Cannot be One More! Cancelled or One More! Bursted, so if blocked, expect to be punished heavily. When done in the air, Shadow Labrys jumps forward slightly and can cross-up opponents.
C: Fastest start-up but highly negative on block. Best used at the end of combos to add damage when the super will kill or as a punish.
D: Very slow start-up, slightly higher damage than the C version, and slightly less recovery. Much safer on block than the C version. Somewhat less useful at the end of combos than in Arena due to the addition of SB supers, but the D version's start-up and increased invuln allow it to counter certain supers, as well as make certain routes Burst-safe.
SB: Has the C version's start-up and D's recovery, does the most damage, and floats the opponent on hit allowing for combo extensions and much better set-ups after the super. Links to Brutal Impact A for an unburstable kill combo or the float can be used to continue into an air combo; Challenge Authority SB is even comboable into itself for a round-ender. A very strong super with plenty of applications. Preferable to the C version when the super won't kill due to the SB version providing a stronger safejump and better set-up options with Asterius.
Awakened SP Skill Attacks
The fastest version of Brutal Impact at 30f, but has the lowest minimum damage. Hits in front of Shadow Labrys and travels roughly a third of the stage. Can be used as high-risk, high-reward reversal, though the risk is significant, as an opponent can easily OMC after hitting the autoguard, leaving Shadow Labrys extremely vulnerable. It's possible (and safer) to combo into Brutal Impact A even while persona broken to end a round. Used in certain kill combos and can be added during Titanomachia after certain confirms for extra damage.
Brutal Impact B is much slower than Brutal Impact A but much more damaging. The attack can be delayed by holding the B button, extending the time before the attack becomes active and its autoguard. Unlike Brutal Impact A, this version travels the entire screen. Used in almost every Titanomachia sequence due to its hefty minimum damage and appears in Public Execution juggles, but it has no use outside of combos.
SB Brutal Impact is the slowest of the Brutal Impact series, but sports the highest minimum damage and a different post-flash start-up time. Like the B variant, the SB version travels full-screen and can be delayed by holding A+B. Used in some Titanomachia combos and Public Execution juggles.
- All versions of Brutal Impact are Fatal Recovery.
- No cancel options are available for any version of Brutal Impact, making its utility as a reversal limited.
- Due to where the axe hits an opponent, Brutal Impact loses to moves with significant chest invuln, such as Narukami's Swift Strike C.
- While Brutal Impact cannot be cancelled, combo routes in and out of the move exist.
- Brutal Impact is the only super available to Shadow Labrys when persona-broken.
- Minumum damage, per variant: A 900; B 1,350; SB 1,800.
214214C/D air OK
|Activation (C or D)||-||-||4+23||-||27 total (air version: 18f landing recovery)||-||-|
|Activation (SB)||-||-||4+15||-||19 total (air version: 2f landing recovery)||-||-|
During the superfreeze, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks before Titanomachia's "Hellflames" finisher. Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge 5C, 2C, and 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D). Each of Asterius's moves has a Titanomachia-specific variant. During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shadow Labrys enters blockstun. An absolutely devastating super due to its damage potential (particularly when combined with Brutal Impact), allowing Shadow Labrys to kill opponents without allowing them to reach Awakening, and any successful activation places the opponent in a high-pressure situation in which an incorrect guess often means death.
It is possible for an opponent to end Titanomachia early in various ways, which is discussed in the Strategy section.
Titanomachia C: Once the super is activated, Asterius begins the attack sequence from his current position, independent of Shadow Labrys herself.
Titanomachia D: Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze.
Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but Shadow Labrys's recovery is greatly reduced, making it more difficult for opponents to punish the activation while creating new mix-up and combo opportunities. Additionally, SB Titanomachia is invuln until the superflash, whereas the C and D versions have no invuln frames, so an opponent cannot counter-hit Shadow Labrys before the flash.
After executing all commands inputted during Titanomachia's activation, Asterius ends the super with a full-screen fire attack, colloquially known as "Hellflames." The flames have a second superfreeze that focuses on Asterius; the attack is released 19 frames after the freeze. On hit, the finisher launches the opponent to the top of the screen and forces an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher. It's also possible to force a last-moment cross-up by passing through or jumping over an opponent -- the attack must be blocked relative to Shadow Labrys's position, not Asterius's, so an opponent will be hit if they do not block the cross-up correctly. All versions of Titanomachia share the same finisher. Unless the combo is heavily prorated, the untechable time on Hellflames allows for combos to continue.
- Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
- The screen darkens (similar to Shadow Frenzy) while Titanomachia is active.
- At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at one, signifying the finisher.
- If activated in the air, landing recovery is added; air activation no longer cancels ground recovery time.
- If Titanomachia is interrupted, Shadow Labrys loses a Persona card.
Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags the opponent down to hell before leaving Asterius to finish them off.
The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers but no longer match-practical.
|To edit frame data, edit values in P4AU/Shadow Labrys/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data