P4Arena/Labrys: Difference between revisions

From Dustloop Wiki
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  |damage=300*1,150*3
  |damage=300*1,150*3
  |spgain=4-Hit=4%
  |spgain=4-Hit=4%
|level=3
|attribute=Projectile
  |guard=All
  |guard=All
  |cancel=-
  |cancel=-
  |startup=-
  |startup=31
  |active=-
  |active=4.4,6.6
  |recovery=-
  |recovery=16
  |staticDiff=-
|staticDiff=-3
  |invuln=-
  |hitbox=Labrys/5C
  |hitbox=Labrys/5C
  |description=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.   
  |description=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.   
Line 329: Line 332:
  {{FrameData-P4M
  {{FrameData-P4M
  |version=5D
  |version=5D
  |damage=-
  |damage=300*2
  |spgain=-
  |spgain=-
  |guard=-
|level=3
|attribute=Projectile
  |guard=All
  |cancel=-
  |cancel=-
  |startup=-
  |startup=44
  |active=-
  |active=16
  |recovery=-
  |recovery=55
  |staticDiff=-
  |staticDiff=+9
|invuln=-
  |hitbox=Labrys/5D
  |hitbox=Labrys/5D
  }}
  }}
  {{FrameDataNoHeader-P4M
  {{FrameDataNoHeader-P4M
  |version=5D~D
  |version=5D~D
  |damage=-
  |damage=200*5
  |spgain=-
  |spgain=-
  |guard=-
|level=2
|attribute=Projectile
  |guard=All
  |cancel=-
  |cancel=-
  |startup=-
  |startup=20
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |staticDiff=-
  |staticDiff=-
|invuln=-
  |hitbox=Labrys/5D
  |hitbox=Labrys/5D
  |description=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.  
  |description=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.  
Line 362: Line 371:
  |damage=500,250*2
  |damage=500,250*2
  |spgain=3%,1%*2
  |spgain=3%,1%*2
|level=3
|attribute=Projectile
  |guard=All
  |guard=All
  |cancel=-
  |cancel=-
  |startup=-
  |startup=28
  |active=-
  |active=2.2,14
  |recovery=-
  |recovery=14
  |staticDiff=-
|staticDiff=-2
  |invuln=-
  |hitbox=Labrys/2C
  |hitbox=Labrys/2C
  |description=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.  
  |description=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.  
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|data=
|data=
  {{FrameData-P4M
  {{FrameData-P4M
  |damage=150*3
  |damage=300,150*3
  |spgain=3%,.6%*2
  |spgain=3%,.6%*2
|level=3
|attribute=Projectile
  |guard=All
  |guard=All
  |cancel=-
  |cancel=-
  |startup=-
  |startup=13
  |active=-
  |active=6,6,6
  |recovery=-
  |recovery=33
  |staticDiff=-
  |staticDiff=-
|invuln=-
  |hitbox=Labrys/j.C
  |hitbox=Labrys/j.C
  |description=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.  
  |description=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.  
Line 396: Line 411:
|data=
|data=
  {{FrameData-P4M
  {{FrameData-P4M
  |damage=-
  |damage=400*3
  |spgain=-
  |spgain=-
|level=4
|attribute=Projectile
  |guard=All
  |guard=All
  |cancel=-
  |cancel=33
  |startup=-
  |startup=33
  |active=-
  |active=-
  |recovery=-
  |recovery=46
  |staticDiff=-
  |staticDiff=-
|invuln=-
  |hitbox=Labrys/j.D
  |hitbox=Labrys/j.D
  |description=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.
  |description=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.

Revision as of 05:59, 1 October 2012

Labrys


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. It's unclear how she entered the tournament and the Midnight Channel, but her goal is to put a stop to it. She considers herself the student council president of the school, and speaks in Kansai-ben.

In the game, she fights with a double-headed axe.


According to the arcade story, the Midnight Arena is actually Labrys' dungeon in the TV world. It was created by her desire to be able to live like normal people and to go to school after she was thrown into the TV by a currently unknown entity. This caused her dungeon to take the form of Yasogami High School and allowed her to become the president of the student council of the fake school.

At the end of the arcade mode, the player has to face Labrys' shadow self. By defeating it, Labrys accepts her flaws and receives her persona, Ariadne.

Health
9500
Strengths
Very large normals. Good crossup potential. Devastating damage output possible at Red Axe level. Strong resets.
Weaknesses
Slow attack speed on most moves. Mixups are not particularly great. Requires a ton of SP meter. Defensive options are terrible until in Awakening Mode.
Movement Options
1 Double Jump/Airdash, Run-type Dash
Play-style
Labrys is a heavy hitting momentum based character whose game plan is to constantly rush her opponent down to keep her Axe Level at Red. She can bank in her Axe Level with her D Wild Animal super and kill the other player in a single devastating combo.
Blue Damage
Any attack that uses the axe (including normals!) deal small amounts of Blue damage. The higher her Axe Level, the more blue damage dealt.
Axe Icon
P4Arena axeIcon.png
  • Labrys has a special axe icon that rests above her SP bar. It has 5 levels, which are denoted by colors: gray, blue, green, yellow, and red. The higher level the gauge is, the more damage her attacks will do. When she reaches level 5, her attacks can dish out incredible amounts of damage!
  • Raise the level of the gauge by swinging your axe at your opponent!
  • The gauge can charge on blocked and whiffed axe swings, as well. However, it charges significantly less for whiffed moves.
  • Take note, however, that when not attacking, the axe gauge will start to deplete until it falls back down to level 3.
  • In the same vein, if the gauge is below level 3, it will naturally fill up over time until it reaches level 3.
  • The gauge starts at level 3 at the beginning of each match, and carries its level over through each round of the match.
  • The higher the axe level, the faster it will drain over time!
    • (It takes up to 7 seconds for the gauge to fall from level 4 to level 3, but up to only 4 seconds to fall from level 5 to level 4!)
    • Getting hit by the opponent reduces the axe gauge. It is possible to fall under level 3 if the opponent hits you, so beware!
  • Certain moves cause the gauge to build faster. Guillotine Cutter is useful for building this gauge up.
  • When the axe is red (level 5), axe counterhits become fatal counters.
  • Axe levels above green cause axe hits to apply more hitstun than lower axe levels.



Move List

Normal Attacks

5A
P4Arena Labrys 5A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
120/160/200/220/240 2.7% 3 Body All - 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
P4Arena Labrys 5AA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
240/320/400/440/480 2% 4 Body All - 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
P4Arena Labrys 5AAA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600/800/1000/1100/1200 13% 5 Body All - 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
P4Arena Labrys 5B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
No Charge: 600/800/1000/1100/1200
Half Charge: 900/1200/1500/1650/1800
Full Charge: 900/1200/1500/1650/1800
5.7%(7.5%) 5 Body All - No Charge: 15
Half Charge: 36-87
Full Charge: 120
2 No Charge: 25
Half Charge: 14
Full Charge: 25
No Charge: -8
Half Charge: +8
Full Charge: Unblockable
- 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
P4Arena Labrys 2A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
160 2.5% 3 Leg L - 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
P4Arena Labrys 2B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
No Charge: 480/640/800/880/960
Charged: 720/960/1200/1320/1440
4.9%(6.4%) 5 Body All - 17 4 20 No Charge: -5
Charged: 0
No Charge: 8-20 Head
Charged: 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
P4Arena Labrys jA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200 2.7% 2 Head HA - 9 4 8 - - 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.

j.B
P4Arena Labrys jB.png
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 - 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
P4Arena Labrys jBB.png
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 - 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.

Guard Cancel Attack
P4Arena Labrys 5AAA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
0 0% - - All - - - - - - Click!

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

All Out Rush
P4Arena Labrys AOA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
180/240/300/330/360, 180*N
c:1800
d:1000
3.1%,1.6%*N
c:6.5%(
d:4%
5
c:4
d:5
Body H - 27 4 32 -17 17-27 Guard Click!

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


Sweep
2A+B
P4Arena Labrys Sweep.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600/800/1000/1100/1200 5.7% 4 Leg L - 15 3 20 -6 - Click!

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


Persona Attacks

5C Persona Required
P4Arena Labrys 5C.png
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 - 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 Persona Required
P4Arena Labrys 5D.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
5D 300*2 - 3 Projectile All - 44 16 55 +9 - Click!
5D~D 200*5 - 2 Projectile All - 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.

2C Persona Required
P4Arena Labrys 2C.png
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 - 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 Persona Required
P4Arena Labrys jC.png
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 - 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 Persona Required
P4Arena Labrys jD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
400*3 - 4 Projectile All 33 33 - 46 - - 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.



Throws

Ground Throw
C+D
P4Arena Labrys GroundThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
0,1400 0%,5.2% 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
P4Arena Labrys AirThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
0,1500 0,5.5% 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
P4Arena Labrys BD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
900(990) 5.3%(5.3%) All - - - - - 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.


Skill Attacks

Chain Knuckle
236A/B
P4Arena Labrys ChainKnuckle.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 500 3.8% All - - - - - Click!
B 500 3.8% All - - - - - Click!
SB 500 0% All - - - - - 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
P4Arena Labrys WinchDash.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
- 0% - - - - - - Click!

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

Brake
4 during Winch Dash
P4Arena Labrys Brake.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
- 0% - - - - - - Click!

Stops Labrys's movement during Winch Dash.

Extra Attack
A/B during Winch Dash
P4Arena Labrys ExtraAttack.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 364 5% H - - - - - Click!
B 800 3% L - - - - - Click!
A+B 456 0% All - - - - - 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
P4Arena Labrys GuillotineAxe.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 300,480 3%,1% All, H - - - - - Click!
B 300,800 3%,3% All, H - - - - - Click!
SB 300,640 0% All, H - - - - - 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
P4Arena Labrys GuillotineAerial.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 400,200,288 3%,1%,2% All, H, All - - - - - Click!
B 600,300,288 4%,1%,2% All, H, All - - - - - Click!
SB 500,250,288 0% All, H, All - - - - - 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
P4Arena Labrys WeaversArtSword.png
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
300,110 3%,.8% All - - - - - 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
P4Arena Labrys WeaversArtBeast.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C - - - - - - - - Click!
D - - - - - - - - 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 Persona Required
214214C/D
P4Arena Labrys WeaversArtBreakingWheel.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C - - - - - - - - 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.

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
D - - - - - - - - Click!

???

Brutal Impact
214214A/B
P4Arena Labrys BrutalImpact.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 3000 0% UB - - - - - 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 0% UB - - - - - 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.


Instant Kill

Weaver's Art: Inquisition Persona Required
222C+D
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
K.O 0% All - - - - - 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.

Combos

Beginner Combos

  • (A) 5AAAA~
  • (A) 5A 5B 2A+B 214A
  • (A) 2AAA 2A+B 214A
  • (G) 5A+B->C > sjc.B > jc.B j.C j.214A~


Normal Starters

  • (A) 5AAAA~
  • (Y) 5AA, 5AA, 66 5AAAA~
  • (R) 5AA, 5AA, 66 5AA, 66 5AA, 66 5AAAA~


  • (G) 5AAA 236B-6-A
  • (G) 5AAA 236B-6-A+B, 2B > jc.B > jc.B j.C j.214A [25SP]
These version are needed when out of range of the A Guillotine Axe.


  • (G) 5AA 214A+B x 22A/B, 5A 5B, 66 2B > sjc.B j.C 214A~ [25SP]
  • (G) 5AA 214A+B x 22A/B, 5A 5B 2A+B, 5B 2A+B 22A/B (Reset) [25SP]
  • (G) 5AA 2B > jc.B > jc.B j.C j.214A x OMC |> 5AAAA~ [50SP]


  • (A) 5A 5B 2A+B 214A
  • (A) 5A 5B 2A+B 22A/B (Reset)
  • (Y) 5A 5B 236A-6-A+B, 5A 2B > jc.B > jc.B j.C j.214A [25SP]
  • (R) 5A 5B 236A-6-A, 66 5AAAA~
  • (R) 5A 5B 236A-6-A, 66 2B > jc.B > jc.B j.C j.214A~
  • (R) 5A 5B 5A+B ...


  • (R, Corner) 5A 2B 214A+B x 22A, 2A+B, {5B} 5D 214A (Reset) [25SP]
  • (R, Corner) 5A 2B 2C 214A+B 22{C}?, 2B 214B? }C{, 66 {5B} 2A+B 236236D [75SP]


  • (G) 2AA 5B 2A+B 214A x OMC, 2B > jc.B > jc.B j.C j.214A~ [50SP]
  • (R) 2AAA 5B 236A-6-A, 66 5AAAA
  • (R, Into Corner) 2AA 5B 236A-6-A, 66 5AA 2C 5D 214A (Reset)


  • (G) 5C 2A+B 214A


Advanced Loops & Combos

  • (R, Mid) FC 2B, 66 5AA 2C, 66 5A 2C, 66 5A 2C, > j.B > jc.B j.C j.214A~
  • (R, Into Corner) FC j.B, 66 5AA, 66 5AA 2C, 2C, 2C, 2C, > sj.BB j.C j.214A~
  • (R, Corner) 5AA, 5AA 2C, 2C, 2C, > j.B > jc.BB j.C j.214A~
  • (R, Corner) FC 5A 2B 2C, 2C, 2C, 2C, 2C, > sj.BB j.C j.214A~


  • (G, Mid) 5AA 214A+B x 22A/B, 5A 5B B+D*, 5AAAA


  • (R, Mid) 5AA, 66 5AA 2C, {B+D}, 66 5A 2C, {B+D}, 66 2A 2B 214A/B?~
  • (R, Mid) 5AA, 66 5AA 2C, FC {B+D}, 66 5AA 2C, {B+D}, 5A 2B > sjc.C 214A~
  • (R, Mid) Throw x OMB, 5AA 2C, FC {B+D}, 66 5AA 2C, {B+D}, 5A 2B > sjc.C 214A~ [OMB]


Brutal Impact Combos

Requires Awakening Mode. Useful as an alternative to Wild Animal combos as they do not lose your axe level.

  • (R) 5AA, 66 5AA 2C, {B+D}, 66 2A 2B 214A+B x 22{C}?, 2A 2B 214214{B} }C{, }B{ [50SP]


  • (R) 5A 2B 214A+B x 22{C}?, 2A 2B 214214{B} }C{, }B{ [75SP]
  • (R) 5A 2B 2C, 214A+B x 22{C}?, 66 2A 2B 214214{B} }C{, }B{ [75SP]
  • (R) j.B |> 5A 2B 214A+B x 22{C}?, 5A 2B 214214{B} }C{, }B{ [75SP]
  • (R) j.B |> 5A 2B 2C 214A+B x 22{C}?, 66 5A 2B 214214{B} }C{, }B{ [75SP]


  • (R) FC B+D, 66 2A 2B 214A+B x 22{C}?, 2A 2B 214214{B} }C{, }B{ [75SP]
  • (R) Throw x OMB, 5AA 2C, {B+D}, 66 2A 2B 214A+B x 22{C}?, 2A 2B 214214{B} }C{, }B{ [OMB, 75SP]


All Out Attack

  • (G) 5A+B->C > sjc.A j.B > jc.A j.B j.C j.214A~
  • (G) 5A+B->C > sjc.B > jc.B j.C j.214A~
  • (R, Mid) 5A+B->C > sjc.BB (Pause) j.214B? |> 66 5AAAA
  • (R, Corner) 5A+B->D, 5AA 2C 5D 214A (Reset)
  • (R?, Corner) 5A+B->D, 5A > jc.BB > jc.BB j.C 214A~


Throw

  • (A) Throw x OMC, 5AAAA~ [50SP]
  • (G, Into Corner) Throw x OMB, {5B} 22B, 66 5AA, 66 2B > jc.B > jc.BB j.C j.214A~ [OMB]
  • (R, Mid) Throw x OMB, {5B} 236B-6-A, 66 5A > jc.B > jc.B j.C j.214A~ [OMB]
  • (R, Mid) Throw x OMB, 5AA 2C, FC B+D*, 66 5AA 2C, B+D*, 5A 2B > sjc.C 214A~ [OMB]
  • (R, Mid) Throw x OMB, 2C, {B+D}, 66 5A 2C, {B+D}, 66 2A 2B 214A/B?~ [OMB]


R-Action

  • (A) CH B+D, 5A, 2B > jc.C, 214B x 236236D
  • (G) CH B+D, 5AAAA~
  • (R) FC B+D, 5A > jc.A j.B > jc.A j.B j.C 214B~
  • (R) FC B+D, 66 5A 2C, {B+D}, 66 2A 2B 214A/B? x 236236D

Special Setups

  • (G?) (From 22S Reset) Throw (22S Hits), {5B} 236B-6-A+B, 2B > sjc.B j.C j.214A~ [25SP]
  • (G/Y?) 5AAA 5A+B, 5B 236236D



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.




Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc