P4Arena/Labrys

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Labrys

Overview

Labrys is an Anti-Shadow Supression Weapon developed by the Kirijo Group. She is of the 5th generation, which makes her Aigis's (7th Generation) predecessor/older sister. While she is an artificial being, due to her Plume of Dusk, she acquired her own train of thought or emotions which developed her personality much quicker. Another unique trait she held was that she had a Kansai-ben (Boston in the English dub) accent. Not wanting to kill her "sisters" (other units) anymore, she attempts to escape the Kirijo Group, but fails. She ends up in the Midnight Channel, where she is the Student Council President of a false Yasogami High School, which was created based off her desire to become a normal girl. However, she forgets the events of her time with the Kirijo Group and a promise she made to a dear friend.

After running into Elizabeth, who tells her of her truth about her past and who she really is, Labrys is haunted by her words and refuses to believe it, which produces Labrys' shadow self. Remembering the promise she made with her friend, she comes to terms with what she really is and accepts her shadow, receiving her persona, Ariadne.

Health
9500
Strengths
  • Long ranged normals
  • Good Crossup potential
  • Significantly enhanced damage output and properties under Red Axe.
Weaknesses
  • Start up on moves is fairly slow
  • Mix ups become obvious and obnoxious
  • Requires SP Meter for many pressure options
  • Lacks good reversals outside of Awakening Super
Movement Options
1 Double Jump/Airdash, Run-type Dash
Play-style
Labrys is a momentum based character whose goal is to obtain Red Axe, where she really shines in pressure, combos and damage. Playing with Labrys, you can devastate your opponent easily with j.B hits at the right moment. However, in higher level play, utilizing the long range on her normals is important in order to get in on your opponent. She is more or less a fundamental driven character, due to her general playstyle. Labrys players are more inclined to learn proper blocking and respect the tools other characters have more. She is very well known for the devastating damage she can do with Weaver's Art: Beast while in Red Axe.

Special Gauge - Axe Icon

Basics

Labrys has a special axe icon above her SP Gauge which changes in level depending on how often you attack with moves that utilize Labrys's massive axe (this includes blocked or whiffed 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:

  1. No Color
  2. Blue
  3. Green
  4. Yellow
  5. 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:

  • Added Hitstun
  • All Counter Hits by attacks that increase the Axe Gauge become Fatal Counters

Under Red Axe, Labrys also does significant chip damage with her axe normals and Skills, such as Guillotine Axe.

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).
  • 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.

Knowing this, though, don't keep yourself focused on getting to the red axe status, instead just look for ways to get in on your opponent first and know your proper BnBs after getting that first hit in. After that first hit happens you'll probably automatically be at least a yellow axe status and then assuming you finished that combo with a proper ender to knockdown the opponent you can set up one of Labrys's various okizeme tools, not only for your mix up but for the additional axe swings made when capitalizing on the mix up, which should push you up to red axe. At this point, it's merely keeping up that momentum and finishing the job with Beast. If your opponent blocks your mix up and pushes you back, don't fret about the axe level declining as it can be increased back up just as fast.

Move List

See also: Labrys Full Frame Data

Normal Attacks

5A

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 120/160/200/220/240 All CJO 7 3 19 -7 Body - Click!
5AA 240/320/400/440/480 All CO 13 3 15 -1 Body - Click!
5AAA 600/800/1000/1100/1200 All CO 22 4 23 -8 Body - Click!
5A

Labrys swings the axe in a short range, but fairly fast attack. Staple normal for tons of combos. Jump Cancelable. Does not chain into 2A.

5AA

Labrys follows up the first attack with a horizontal swing of her axe. Lifts the opponent slightly off the ground.

5AAA

Labrys swings the axe in an upward crescent, hitting very high up into the air. Launches the opponent upwards. Useful for combos.

5B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
No Charge 600/800/1000/1100/1200 All CO 15 2 25 -8 Body - Click!
Half Charge 900/1200/1500/1650/1800 All CO 36-87 2 14 +8 Body - Click!
Full Charge 900/1200/1500/1650/1800 All CO 120 2 25 -- Body - Click!

Sweeps the axe in front of Labrys. Big poke, but fairly slow. Also useful in combos as it can chain from 5A, or 2A at higher axe levels. Can be charged up by holding the button. At Level 2 charge, causes ground slide, which is useful for combos. At Maximum charge, becomes unblockable.

2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160 L CO 7 2 14 -1 Leg - Click!

A very fast low hitting strike. Has very short range, but cancels into itself. Tied for Labrys's fastest normal and a very useful tool for mixups, frame traps, and the like. Does not Fatal Counter at Red Axe.

2B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
No Charge 480/640/800/880/960 All CJO 17 4 20 -5 Body 8-20 Head Click!
Charged 720/960/1200/1320/1440 All CJO 38 4 20 0 Body 8-41 Head Click!

Axe sweeps a large arc above Labrys, who is also lower to the ground during her move, making this a very strong anti-air. Hits very slightly behind her, as well. Jump cancelable. Can be charged. With sufficient charge, causes wall bound (can be teched). Fatal Counters at Red Axe level.

Head attribute invul starting from frame 8.

j.A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200 HA CJO 9 4 8 - Head - Click!

Slanted downward kick. Jump cancelable. Can cross up. Pretty weak, but fast, and cancels to j.B. Does not impart much blockstun or hitstun without counterhit. Does not Fatal Counter at Red Axe.

j.B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
360/480/600/660/720 HA CJO 17 4 12 - Head - Click!

Swings axe up from below, hitting around Labrys in the shape of a "J". Fairly fast, can be easily used as a crossup. Due to the combination of amazing hitbox, decent speed, and high damage, this normal becomes a staple attack that Labrys can use for all sorts of reasons. Jump cancel-able. Fatal Counters at Red Axe level.

j.BB

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
480/640/800/880/960 All CJO 13 6 22 - Head - Click!

Followup to j.B, swings axe horizontally across. Causes wall bounce when near the wall, but untechable time is heavily affected by axe level. At red axe level, can cause wall bounce midscreen.

Guard Cancel Attack

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0 All - - - - - - - Click!

Based on her 5AAA normal. Slow as Guard Cancels are known to be.

All Out Attack

A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 180/240/300/330/360 H O 27 4 32 -17 Body 17-27 Guard Click!
All Out Rush 180*N All O - - - - Body - Click!
All Out Finish (C) 1800 All O - - - - Body - Click!
All Out Finish (D) 1000 All O - - - - Body - Click!

A huge overhead swing that has very large range. Fairly slow, very punishable on block.

Sweep

2A+B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600/800/1000/1100/1200 L SO 15 3 20 -6 Leg - Click!

Labrys slides forward a little while sweeping her axe low in front of her.


Persona Attacks

5C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300*1,150*3 All CO 31 4.4,6.6 16 -3 Projectile - Click!

Persona sends out a laser that travels in an ∞ shape. Number of hits heavily depends on distance between the opponent and Labrys. On the return path, if the opponent is hit, it pulls them towards Labrys. Huge, over half-screen range, giant hitbox, and counts as a projectile. Makes for a very solid, if somewhat slow poke. Can chain into Sweep, All Out Rush, 2C, D Normals, or Specials, so you have many options that you can follow this up with.

5D Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5D 300*2 All SO* 44 16 55 +9 Projectile - Click!
5D~D 200*5 All - 20 - - - Projectile - Click!

Persona fires two arrows. If followed by an additional D input, it fires even more arrows. Very slow startup and the hitstun on the projectiles is very short. Best used as a pressure tool after a reset. 2D is the exact same as 5D. 5D can only be OMC'd, and not OMB'd.

2C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
500,250*2 All SO 28 2.2,14 14 -2 Projectile - Click!

Persona summons a slow set of laser swords from below that sweep upward and hit in a huge arc. VERY slow, but causes a large amount of untechable time. Too slow to be a practical Anti-Air, but at Red Axe level, the untechable time is long enough that she can combo it into itself multiple times.

j.C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300,150*3 All SO 13 6,6,6 33 - Projectile - Click!

Surrounds Labrys with a small gear that counts as a projectile. Pulls opponents in. Slow move, mostly useful for combos into Air Guillotine. Can also be used to stall Labrys in the air.

j.D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400*3 All O* 33 - 46 Total - Projectile - Click!

Persona sends 3 gears out in front of Labrys. They go about a half screen in front. Slow move, but covers a decent area and can be used to zone briefly. Can only be OMC'd, and not OMB'd.


Throws

Ground Throw

C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0,840/0,1120/0,1400/0,1540/0,1680 Throw O 5 3 19 - Throw - Click!

Grabs opponent and throws them to the floor, then slams her axe down into them while stepping on it. Can be comboed after with OMB or OMC.

Air Throw

j.C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0,900/0,1200/0,1500/0,1650/0,1800 Throw O 5 3 19 - Throw - Click!

Throws opponent towards the wall. If close enough, causes wall bounce which can be comboed after.


Furious Action

5th Gen Axe Slash

B+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
540/720/900/990/1080 All U 26-56 4 42 -29 Body 1-30~60 Guard Click!

Super-Armor based reversal. Labrys swings her axe upwards in front of her. Very slow but has a decent hitbox. On hit, the opponent flies diagonally away from her. On Counter Hit, causes an untechable wall bounce. The input for this move can be held down; doing so increases startup, but will cause the move to force Counter Hit. Causes Fatal Counter at Red Axe level. Guard point starts from frame 1 and lasts until 4 frames after the start-up ends (i.e she is in guard point state until the recovery frames start).


Skill Attacks

Chain Knuckle

236A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 500 All UO 20 8 36 -1 Body - Click!
B 500 All UO 24 14 40 -1 Body - Click!
SB 500 All UO 24 8 41 -1 Body 9- 13 Projectile Invul Click!

Labrys extends one of her arms across most of the screen. Does little by itself, but can be follow up. Collides with projectiles.


A Version: Has faster startup and recovery, range is about 1/2 screen.


B Version : Is slower on startup and recovery, but range is about 3/4 of the screen.


SB version : Has the range of the B version with the startup of the A version. Eats through projectiles.

Winch Dash

6 during Chain Knuckle hit or block

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - 30~32 Total - - 1-13 Projectile Invul Click!

Pulls Labrys towards the opponent after Chain Knuckle hits them or is blocked.

Braking

4 during Winch Dash

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - 22 Total - - - Click!

Stops Labrys's movement during Winch Dash.

Extra Attack

A/B during Winch Dash

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 480/640/800/880/960 H O 22 4 12 +1 Head - Click!
B 480/640/800/880/960 L UO 13 3 20 -6 Leg - Click!
A+B 600/800/1000/1100/1200 All UO 11 4 19 -4 Body - Click!

Causes Labrys to follow up her Winch Dash with various attacks.


A Version: Causes Labrys to short hop and attack with j.B. Hits high, and can crossup if done close enough to a crouching opponent. Can be comboed after when Axe level is high enough. Startup of this move can be punished at certain ranges. Safe on block.


B Version : Causes Labrys to perform a sweep similar to her 2A+B. Can't be canceled into specials, however. Unsafe on block.


A+B version : Skill Boost. Causes Labrys to slice through the opponent with her axe and end up on the other side. Can be easily comboed after at any Axe level, very useful for combos. Unsafe on block, but can be used to do tricky mixups by OMCing.

Guillotine Axe

214A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 180,280 (720)
240,384 (960)
300,480 (1200)
330,528 (1300)
360,576 (1320)
All, H UO 11 5(9)12 20 -5 Body - Click!
B 180,480 (1200)
240,640 (1600)
300,800 (2000)
330,880 (2200)
360,960 (2400)
All, H UO 11 5(9)12 20 0 Body - Click!
SB 180,384 (960)
240,512 (1280)
300,640 (1600)
330,704 (1760)
360,768 (1920)
All, H SUO 11 5(9)12 20 0 Body - Click!

Two hit axe slam, second hit must be blocked high. High damage if used on its own (especially if only the second hit connects), but mostly used as a combo ender. Causes a soft, techable knockdown. Builds a VERY large amount of Axe Gauge.


A Version : Fastest version, lowest damage.


B Version : Slower, but higher damage.


SB version : Medium speed version, causes hard knockdown with small groundbounce on second hit. Can be canceled into other SPECIAL moves, allowing her to greatly enhance her combos. Most often canceled into 22A/B.

Guillotine Aerial

j.214 A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 240,120,600 (800)
320,160,600 (800)
400,200,600 (800)
440,220,600 (800)
480,240,600 (800)
All, H, All UO 12 2(4)10 35 -13,-6 Head, Body - Click!
B 360,180,600 (800)
480,240,600 (800)
600,300,600 (800)
660,330,600 (800)
720,360,600 (800)
All, H, All UO 17 3(6)10 30 -8,-1 Head, Body - Click!
SB 300,150,600 (800)
400,200,600 (800)
500,250,600 (800)
550,275,600 (800)
600,300,600 (800)
All, H, All UO 17 2(4)10 25 -3,+4 Head, Body - Click!

Three-hit aerial axe slam. Spins in place for a hit, then slams downward. Aerial part of the slam must be blocked high. Canceling with OMC before hitting the ground allows for some very tricky mixups. Causes floor bounce that can be comboed off of if the move has enough momentum before hitting the opponent. Second hit forces crouch on hit.


A version comes out faster.


B version comes out slower.


SB version : ???

Weaver's Art: Sword Persona Required

22A/B/C/D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 All - 78 18 38 Total - Projectile - Click!

Summons a spike from the ground that traps opponents on hit. Long startup. Comes up at different distances depending on the button pressed, with A being closest to Labrys and D being furthest away. It is possible to delay the emergence of the spike for one count by holding the button down.


It is possible to deploy a spike but hold a different button to delay its emergence. ie: 22A~{D} will allow the player to continue using A moves while the D button is held to delay the emergence of the A spike. The button swap must occur before the spike summon finishes entering the ground.


SP Skill Attacks

Weaver's Art: Beast Persona Required

236236C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 1200,800,400
1200,900,450
1200,1000,500
1200,1300,650
1200,2000,1000
All O 1+16 6,19 44 -43 - - Click!
D 1200,480,240x8
1200,540,270x8
1200,600,300x8
1200,780,390x8
1200,1200,600x8
All O 1+12 8,6,3x8 48 -59 - - Click!

A dashing charge attack, followed by an uppercut. Has reversal auto-guard that lasts a very long time. Fairly fast, with a big hitbox. Very unsafe on block, but can be OMCed to make it safe.


C Version : Doesn't deplete the axe gauge. Faster, and does decent enough damage. Hard to combo with after Guillotine Aerial, though.


D Version : Drains the entire axe gauge. Damage increases dramatically with axe gauge level. Does absolutely devastating damage at Red Axe level, to the tune of over 3k even at maximum damage scaling. A very staple combo finisher for Labrys, it allows you to often blow through the opponent's chance of getting into Awakening Mode.


Awakened SP Skill Attacks

Weaver's Art: Breaking Wheel Persona Required

214214C/D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
90xN All O 1+15 99 100 Total +21 to +31 Projectile 1-28 Click!

Summons three gears on the ground in front of Labrys. Fully invincible, and incredibly fast startup. Leaves Labrys at some frame advantage as well. Amazing reversal move. Can be comboed after on hit as well, or provides a minor mixup chance on block. Can be OMC for a stronger mixup opportunity.

Brutal Impact

214214A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 3000/3000/3000/3900/6000 UB - 112+5 6 88 - Body 1-122 Guard Click!
B 4500/4500/4500/5850/9000 UB - 175+5 6 88 - Body 1-185 Guard Click!

Unblockable super with guard point against all attacks during startup. Does massive damage on hit. Due to incredibly slow speed however, it is mostly useless. The A version can be comboed into at red axe levels, but the B version is uncomboable.


A Version: Faster version, lower damage (especially if used in a combo). B Version : Much higher damage, but much, much slower as well. Causes Labrys to dash across the entire screen towards the opponent. Drains entire axe gauge. At red axe, one hit with this can instantly kill Aigis, Elizabeth, Yosuke, Yukiko, Naoto, and Shadow Labrys.

Instant Kill

Weaver's Art: Inquisition Persona Required

1080D during Frangible Engage

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O All - 1+59 - 115 Total - Projectile 1-79 Click!

Labrys fires a single laser that shoots forward in a wavy line. Very slow, may be impossible to combo into (comboing from OMB might be feasible). If it hits, she uses her chain arm and axe as a flail and whips her opponent to death. Features artwork of a fairly murderous-looking Labrys. Instant kill, requires 100 meter. Labrys must be on match point.

Strategy

Combo Theory

When using Labrys you want to consider the following things when you get that hit confirm on your opponent:

  • Are you at Red Axe? If not, what can I do to build the most axe gauge from this?
  • If the combo won't kill and you don't have the meter to prioritize Axe gain, you want to be able to set up some sort of oki for your opponent, such as 5C or Sword after the ender.

Before using the D version Weavers Art: Beast and draining the Axe Gauge, you want to ask yourself following things:

  • Will using D Beast kill? Do you even need to use D Beast?
  • Should you waste the meter to maximize damage while you have Red Axe and have to start building the axe again afterward?

Pressure and Mix-up

j.B

Easily Labrys's best tool, this normal has a hitbox that nearly goes around Labrys and creates easy crossup opportunities for you. While this move is pretty godlike in that regard, be wary that most of the cast's 2Bs stuff it clean if reacted to properly. Higher level players will know how to properly block and avoid j.B so use it sparingly, make use of the Air Turn mechanic and mix things up with j.A once in a while.

5C

This is easily one of the Labrys's more notable and well known pressure tools, her 5C creates a laser that travels in a ∞ shape. Though it's somewhat slow, if you catch your opponent blocking in it, you have multiple options, such as:

  • Special cancelling into Sword
  • Going for an Overhead w/ Guillotine Axe
  • Going for a low with Sweep.
  • Quick Escape through your opponent to catch them pushing buttons for the Sword

This is just the base idea behind using 5C, with it you can cancel it into 2C, 5D, Sweep and Specials however be warned as opponents can Quick Escape forward and avoid the 5C and punish you if they see and react to 5C well enough.

Sword Pressure(222A/B/C/D)

From full screen (or a good distance away from your opponent, at the very least), you can throw out a Sword to force them to either go on the defensive and not push any buttons at the risk of getting hit with the Sword or have them approach you, trying to catch you during the recovery of the move. Also, remember that you can keep the Tsurugi sword underground longer by holding any of the face buttons after the input making it harder for the opponent to push buttons without fear of getting hit.

If they go on the defensive, you can go in with options such as 236A/B or IAD j.B.

Okizeme

Tsurugi Setup (22A/B/C/D)

Tsurugi is a very useful tool and will be used a lot with Labrys pressure. While you can't really setup Tsurugi safely from Guillotine Axe/Aerial combo enders, you can if you end ground combos with Labrys Sweep, as you can special cancel out of the sweep to throw out a Sword before your opponent can tech out and catch you on recovery forcing them to block the incoming Sword mixup. Once a Tsurugi has been used, here are some of your options:

  • Throw
  • High/Low Mix up with Guillotine Axe/Sweep again
  • IAD for a j.B cross up or air turn overhead with j.A
  • Quick Escape through the opponent for a left/right mixup

Remember you can also hold the Tsurugi blade underground longer, so, for example, let's say you do 22B[C]. You can go for Sweep and push them back, then let go of the face button to release, or you can go for 236A/B > Additional Attack A and release the sword then, while you are crossing them up. There are many more potential options than can be listed here, so just play around with Labrys's tools and see what ideas you can come up with. If the Sword were to hit your opponent, you can:

  • Continue the combo with a Charged 5B
  • Go for a reset option with IAD for a j.B cross up or air turn overhead with j.A
  • Bait Bursts with Furious Action

Combos

Coming Soon



Trivia

  • Though her first official introduction as a character is in this game, she is initially mentioned by name in "Moonlight," one of the Persona 3 drama CDs.
  • Her weapon, the double-headed axe, can also be called a labrys.
  • She was added to the arcade version of the game on March 22nd, 2012.


Navigation

Persona 4: Arena
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System Explanations

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