|
|
Line 111: |
Line 111: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_5B.png | | |image=P4Arena_Labrys_5B.png |
Line 172: |
Line 171: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_2A.png | | |image=P4Arena_Labrys_2A.png |
Line 196: |
Line 194: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_2B.png | | |image=P4Arena_Labrys_2B.png |
Line 241: |
Line 238: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_jA.png | | |image=P4Arena_Labrys_jA.png |
Line 265: |
Line 261: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_jB.png | | |image=P4Arena_Labrys_jB.png |
Line 289: |
Line 284: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_jBB.png | | |image=P4Arena_Labrys_jBB.png |
Line 314: |
Line 308: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_5AAA.png | | |image=P4Arena_Labrys_5AAA.png |
Line 336: |
Line 329: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_AOA.png | | |image=P4Arena_Labrys_AOA.png |
Line 416: |
Line 408: |
| }} | | }} |
| }} | | }} |
|
| |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_Sweep.png | | |image=P4Arena_Labrys_Sweep.png |
Line 442: |
Line 432: |
| }} | | }} |
| }} | | }} |
| ----
| | |
|
| |
|
| ===''Persona Attacks''=== | | ===''Persona Attacks''=== |
Line 468: |
Line 458: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_5D.png | | |image=P4Arena_Labrys_5D.png |
Line 512: |
Line 501: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_2C.png | | |image=P4Arena_Labrys_2C.png |
Line 536: |
Line 524: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_jC.png | | |image=P4Arena_Labrys_jC.png |
Line 560: |
Line 547: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_jD.png | | |image=P4Arena_Labrys_jD.png |
Line 585: |
Line 571: |
| }} | | }} |
|
| |
|
|
| |
| ----
| |
|
| |
|
| ===''[[Offense (P4Arena)#Throws|Throws]]''=== | | ===''[[Offense (P4Arena)#Throws|Throws]]''=== |
Line 614: |
Line 598: |
| }} | | }} |
| }} | | }} |
|
| |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_AirThrow.png | | |image=P4Arena_Labrys_AirThrow.png |
Line 641: |
Line 623: |
| }} | | }} |
| }} | | }} |
| ----
| | |
|
| |
|
| ===''[[Defense (P4Arena)#Furious Action|Furious Action]]''=== | | ===''[[Defense (P4Arena)#Furious Action|Furious Action]]''=== |
Line 670: |
Line 652: |
| }} | | }} |
|
| |
|
| ----
| |
|
| |
|
| ===''[[Offense (P4Arena)#Skills|Skill Attacks]]''=== | | ===''[[Offense (P4Arena)#Skills|Skill Attacks]]''=== |
Line 740: |
Line 721: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_WinchDash.png | | |image=P4Arena_Labrys_WinchDash.png |
Line 766: |
Line 746: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_Brake.png | | |image=P4Arena_Labrys_Brake.png |
Line 792: |
Line 771: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_ExtraAttack.png | | |image=P4Arena_Labrys_ExtraAttack.png |
Line 860: |
Line 838: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_GuillotineAxe.png | | |image=P4Arena_Labrys_GuillotineAxe.png |
Line 929: |
Line 906: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_GuillotineAerial.png | | |image=P4Arena_Labrys_GuillotineAerial.png |
Line 998: |
Line 974: |
| }} | | }} |
| }} | | }} |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_WeaversArtSword.png | | |image=P4Arena_Labrys_WeaversArtSword.png |
Line 1,029: |
Line 1,004: |
| }} | | }} |
|
| |
|
| ----
| |
|
| |
|
| ===''[[Gauges (P4Arena)#SP Skill Attack|SP Skill Attacks]]''=== | | ===''[[Gauges (P4Arena)#SP Skill Attack|SP Skill Attacks]]''=== |
Line 1,080: |
Line 1,054: |
| }} | | }} |
|
| |
|
| ----
| |
|
| |
|
| === ''[[Damage (P4Arena)#Awakening|Awakened]] SP Skill Attacks'' === | | === ''[[Damage (P4Arena)#Awakening|Awakened]] SP Skill Attacks'' === |
Line 1,160: |
Line 1,133: |
| }} | | }} |
|
| |
|
| ----
| |
|
| |
|
| === ''[[Gauges (P4Arena)#Instant Kill|Instant Kill]]'' === | | === ''[[Gauges (P4Arena)#Instant Kill|Instant Kill]]'' === |
|
| |
| {{MoveData-P4M | | {{MoveData-P4M |
| |image=P4Arena_Labrys_WeaversArtInquistion.png | | |image=P4Arena_Labrys_WeaversArtInquistion.png |
Overview
Labrys is an anti shadow weapon developed by the Kirijo Group, she is Type-5, which makes her Aigis' (Type-7) 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 accent. Not wanting to kill her "sisters" (other units) anymore she attempts to escape the Kirijo Group, She ends up in the Midnight Channel where she is the Student Council President of Yasogami High School which was created based off her desire to become a normal girl however forgets the events of 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 her promise she made with a dear friend she comes to terms with what she really is and accepts her shadow and receives her persona, Ariadne
- Health
- 9500
- Strengths
- Good ranged normals
- Good Cross Up 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 alot of 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 with easily with j.B hits however in higher level utilizing the range on her normals is important in order to get in on your opponent. She is more or less a more fundamental driven character, due to her pale 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 of her Spirit Point (SP) Gauge which changes in level depending on how often you attack (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:
- No Color
- Blue
- Green
- Yellow
- Red
The higher the level of the axe the more damage she does, once you reach her red axe level she is given the following special properties added to her extra damage:
- Added Hitstun
- All Counter Hits become Fatal Counters
Under Red Axe Labrys also does significant chip damage off her off her normals and SP Skills like Guillotine Axe.
- Management
Before we go into how you should management Labrys axe level lets go over how her levels increase and decrease and other factors to keep noted 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 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 various okizeme not only for your mix up but for the added swings from the mix up which should push you up to red axe. At this point its merely keeping up that momentum and finishing the job with Mojuu, 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
Normal Attacks
5A
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
5A
|
120/160/200/220/240
|
2.7%
|
3
|
Body
|
All
|
CJO
|
200
|
200
|
50
|
7
|
3
|
19
|
-7
|
-
|
Click!
|
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
|
240/320/400/440/480
|
2%
|
4
|
Body
|
All
|
CO
|
0
|
100
|
50
|
13
|
3
|
15
|
-1
|
-
|
Click!
|
Labrys follows up the first attack with a horizontal swing of her axe. Lifts the opponent slightly off the ground.
|
5AAA
|
600/800/1000/1100/1200
|
13%
|
5
|
Body
|
All
|
CO
|
0
|
600
|
50
|
22
|
4
|
23
|
-8
|
-
|
Click!
|
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
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
No Charge
|
600/800/1000/1100/1200
|
5.7%(7.5%)
|
5
|
Body
|
All
|
CO
|
300
|
100
|
1000
|
15
|
2
|
25
|
-8
|
-
|
Click!
|
Half Charge
|
900/1200/1500/1650/1800
|
5.7%
|
5
|
Body
|
All
|
CO
|
300
|
100
|
1000
|
36-87
|
2
|
14
|
+8
|
-
|
Click!
|
Full Charge
|
900/1200/1500/1650/1800
|
5.7%
|
5
|
Body
|
All
|
CO
|
2000
|
100
|
1000
|
120
|
2
|
25
|
--
|
-
|
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 knockback which is useful for combos. At Maximum charge, becomes unblockable.
|
|
2A
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
160
|
2.5%
|
3
|
Leg
|
L
|
CO
|
500
|
100
|
50
|
7
|
2
|
14
|
-1
|
-
|
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.
|
|
2B
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
No Charge
|
480/640/800/880/960
|
4.9%
|
5
|
Body
|
All
|
CJO
|
200
|
100
|
50
|
17
|
4
|
20
|
-5
|
8-20 Head
|
Click!
|
Charged
|
720/960/1200/1320/1440
|
6.4%
|
5
|
Body
|
All
|
CJO
|
200
|
100
|
50
|
38
|
4
|
20
|
0
|
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.B
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
360/480/600/660/720
|
4.2%
|
4
|
Head
|
HA
|
CJO
|
200
|
200
|
50
|
17
|
4
|
12
|
-
|
-
|
Click!
|
Swings axe up from below, hitting around Labrys in the shape of a "J". Fairly fast, can be easily used as 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
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
480/640/800/880/960
|
3%
|
5
|
Head
|
All
|
CJO
|
200
|
100
|
50
|
13
|
6
|
22
|
-
|
-
|
Click!
|
Followup to j.B, swings axe horizontally across. Causes wall bounce when near the wall, but untechable time is heavily effected by axe level. At red axe level, causes wall bounce midscreen.
|
|
All Out Attack A+B
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
All Out Attack
|
180/240/300/330/360
|
3.1%
|
5
|
Body
|
H
|
O
|
0
|
1000
|
10000
|
27
|
4
|
32
|
-17
|
17-27 Guard
|
Click!
|
All Out Rush
|
180*N
|
1.6%*N
|
5
|
Body
|
All
|
O
|
500
|
100
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
All Out Finish (C)
|
1800
|
6.5%
|
4
|
Body
|
All
|
O
|
500
|
300
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
All Out Finish (D)
|
1000
|
4%
|
5
|
Body
|
All
|
O
|
500
|
100
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
A huge overhead swing that has very large range. Fairly slow, very punishable on block.
|
|
Persona Attacks
5C
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
300*1,150*3
|
4-Hit=4%
|
3
|
Projectile
|
All
|
CO
|
400
|
100
|
50
|
31
|
4.4,6.6
|
16
|
-3
|
-
|
Click!
|
Persona sends out a laser that travels in a 8 shape. 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
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
5D
|
300*2
|
-
|
3
|
Projectile
|
All
|
SO*
|
400
|
100
|
50
|
44
|
16
|
55
|
+9
|
-
|
Click!
|
5D~D
|
200*5
|
-
|
2
|
Projectile
|
All
|
-
|
400
|
100
|
50
|
20
|
-
|
-
|
-
|
-
|
Click!
|
Persona fires multiple arrows. Starts firing them slowly but the rate of fire increases over the duration of the move. 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
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
500,250*2
|
3%,1%*2
|
3
|
Projectile
|
All
|
SO
|
300
|
100
|
50
|
28
|
2.2,14
|
14
|
-2
|
-
|
Click!
|
Persona summons a slow set of laser swords from below, that sweep upward and hit 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
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
300,150*3
|
3%,.6%*2
|
3
|
Projectile
|
All
|
SO
|
200
|
200
|
50
|
13
|
6,6,6
|
33
|
-
|
-
|
Click!
|
Surrounds Labrys with a small gear, and deals 5 hits to the opponent. Pulls opponents in. Slow move, mostly useful for combos into Air Guillotine. Can also be used to stall Labrys in the air.
|
|
j.D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
400*3
|
-
|
4
|
Projectile
|
All
|
O*
|
300
|
100
|
50
|
33
|
-
|
46 Total
|
-
|
-
|
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.
|
|
Ground Throw C+D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
0,840/0,1120/0,1400/0,1540/0,1680
|
0%,5.2%
|
4
|
Throw
|
Throw
|
O
|
0
|
700/100
|
50
|
5
|
3
|
19
|
-
|
-
|
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.
|
|
5th Gen Axe Slash B+D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
540/720/900/990/1080
|
5.3%(5.3%)
|
4
|
Body
|
All
|
U
|
900
|
100
|
50
|
26-56
|
4
|
42
|
-29
|
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 mashed, 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).
|
|
Chain Knuckle 236A/B
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
500
|
3.8%
|
3
|
Body
|
All
|
UO
|
500
|
100
|
50
|
20
|
8
|
36
|
-1
|
-
|
Click!
|
B
|
500
|
3.8%
|
3
|
Body
|
All
|
UO
|
500
|
100
|
50
|
24
|
14
|
40
|
-1
|
-
|
Click!
|
SB
|
500
|
0%
|
3
|
Body
|
All
|
UO
|
500
|
100
|
50
|
24
|
8
|
41
|
-1
|
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
|
|
Braking 4 during Winch Dash
|
|
Extra Attack A/B during Winch Dash
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
480/640/800/880/960
|
5%
|
4
|
Head
|
H
|
O
|
200
|
400
|
50
|
22
|
4
|
12
|
+1
|
-
|
Click!
|
B
|
480/640/800/880/960
|
3%
|
4
|
Leg
|
L
|
UO
|
200
|
400
|
50
|
13
|
3
|
20
|
-6
|
-
|
Click!
|
A+B
|
600/800/1000/1100/1200
|
0%
|
5
|
Body
|
All
|
UO
|
100
|
200
|
1000
|
11
|
4
|
19
|
-4
|
-
|
Click!
|
Causes Labrys to follow up her Winch Dash with various attacks.
A Version: Causes Labrys to short hop and attack with j.B. Hit 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
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
180,280 (720) 240,384 (960) 300,480 (1200) 330,528 (1300) 360,576 (1320)
|
3%,1%
|
3,5
|
Body
|
All, H
|
UO
|
300
|
500
|
50
|
11
|
5(9)12
|
20
|
-5
|
-
|
Click!
|
B
|
180,480 (1200) 240,640 (1600) 300,800 (2000) 330,880 (2200) 360,960 (2400)
|
3%,3%
|
3,5
|
Body
|
All, H
|
UO
|
300
|
500
|
50
|
11
|
5(9)12
|
20
|
0
|
-
|
Click!
|
SB
|
180,384 (960) 240,512 (1280) 300,640 (1600) 330,704 (1760) 360,768 (1920)
|
0%
|
3,5
|
Body
|
All, H
|
SUO
|
300
|
500
|
1000
|
11
|
5(9)12
|
20
|
0
|
-
|
Click!
|
Two hit axe slam, second hit must be blocked high. High damage if used on its own, 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. 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
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
240,120,600 (800) 320,160,600 (800) 400,200,600 (800) 440,220,600 (800) 480,240,600 (800)
|
3%,1%,2%
|
3*2,5
|
Head, Body
|
All, H, All
|
UO
|
200/0
|
300/100
|
50
|
12
|
2(4)10
|
35
|
-13,-6
|
-
|
Click!
|
B
|
360,180,600 (800) 480,240,600 (800) 600,300,600 (800) 660,330,600 (800) 720,360,600 (800)
|
4%,1%,2%
|
3*2,5
|
Head, Body
|
All, H, All
|
UO
|
200/0
|
200/100
|
50
|
17
|
3(6)10
|
30
|
-8,-1
|
-
|
Click!
|
SB
|
300,150,600 (800) 400,200,600 (800) 500,250,600 (800) 550,275,600 (800) 600,300,600 (800)
|
0%
|
3*2,5
|
Head, Body
|
All, H, All
|
UO
|
200/0
|
300/100
|
50
|
17
|
2(4)10
|
25
|
-3,+4
|
-
|
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 22A/B/C/D
A is closest, D is furthest. Hold button to delay startup.
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
300
|
3%,.8%
|
4
|
Projectile
|
All
|
-
|
0
|
200
|
50
|
78
|
18
|
38 Total
|
-
|
-
|
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.
|
|
Weaver's Art: Beast 236236C/D
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
C
|
1200,800,400 1200,900,450 1200,1000,500 1200,1300,650 1200,2000,1000
|
-
|
5
|
|
All
|
O
|
0
|
500/100
|
50
|
1+16
|
6,19
|
44
|
-43
|
|
Click!
|
D
|
1200,480,240x8 1200,540,270x8 1200,600,300x8 1200,780,390x8 1200,1200,600x8
|
-
|
5
|
|
All
|
O
|
0
|
500/100
|
50
|
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.
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 214214C/D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
90xN
|
-
|
4
|
Projectile
|
All
|
O
|
0
|
0
|
50
|
1+15
|
99
|
100 Total
|
+21 to +31
|
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
The startup is slow and fully invincible The attack is unblockable
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
3000/3000/3000/3900/6000
|
0%
|
5
|
Body
|
UB
|
-
|
0
|
100
|
50
|
112+5
|
6
|
88
|
-
|
1-122 Guard
|
Click!
|
Full invuln, unblockable super. Does massive damage on hit. Due to the slow speed however, it is mostly useless. The A version can be combo'd into at red axe levels, but the B version is uncomboable.
A Version: Faster version, lower damage.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
B
|
4500/4500/4500/5850/9000
|
0%
|
5
|
Body
|
UB
|
-
|
0
|
100
|
50
|
175+5
|
6
|
88
|
-
|
1-185 Guard
|
Click!
|
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.
|
|
Weaver's Art: Inquisition 222C+D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
K.O
|
0%
|
5
|
Projectile
|
All
|
-
|
0
|
100
|
50
|
1+59
|
-
|
115 Total
|
-
|
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 a drawing 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 oki for your opponent such as 5C or Tsurugi after the ender
When using "Weavers Art: Beast D" and wasting the Axe Level you want to ask yourself following things:
- Will using D Moujuu kill ? Do you even need to use D Moujuu ?
- Should you waste the meter to capitialize damage while you have Red Axe before they hit awakening and start building the axe again ?
Pressure and Mix-up
- j.B
Easily Labrys 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 2B's 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 more notable and well known pressure tools, her 5C creates a laser that travels in a ∞ shape. Though its somewhat slow if you catch your opponent blocking in it you have multiple options such as:
- Special Cancelling into Tsurugi
- Going for an OH w/ Guillotine Axe
- Going for a L with Sweep.
- Quick Escape through your opponent to catch them pushing buttons for the Tsurugi
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.
- Tsurugi Pressure(222A/B/C/D)
From fullscreen (or a good distance away from your opponent at the very least) you can throw out a Tsurugi to force them either go on the defensive and not not push any buttons at the risk of getting with with the Tsurugi or having them approach you trying to catch you during the recovery of the move. Also remember 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 w/out fear of getting hit.
If they go on the defensive you can go in for options such as the ones given to you with 236A/B or j.B.
Okizeme
- Tsurugi Setup (222A/B/C/D)
Tsurugi is a very useful tool and will be used alot 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, you can special cancel out of the sweep to through out an Tsurugi before your opponent can tech out and catch you on recovery forcing them to block the incoming Tsurugi mixup. Once Tsurugi has been laid out 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
Remember we can also hold the Tsurugi blade underground longer so for example lets say you do 22B[C]you can go for Sweep and push them back and let go of the face button to release or you can go for 236C > Additional Attack A and release the sword then while you are crossing them up. You have many more options you can do, just play around with Labrys tools and see what ideas you can create with this. If the Tsurugi 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 Burst 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.