(General cleanup and tidbit adding.) |
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{{TOC limit|3}} | {{TOC limit|3}} | ||
==Overview== | ==Overview== | ||
Labrys is an | Labrys is an Anti-Shadow Supression Weapon developed by the Kirijo Group. She is of the 5th generation, which makes her [[Aigis (P4Arena)| 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 (P4Arena)|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 [[Shadow Labrys (P4Arena)|Labrys' shadow self]]. Remembering | After running into [[Elizabeth (P4Arena)|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 [[Shadow Labrys (P4Arena)|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.<br/><br/> | ||
;Health | ;Health | ||
: 9500 | : 9500 | ||
;Strengths | ;Strengths | ||
* | *Long ranged normals | ||
*Good | *Good Crossup potential | ||
*Significantly enhanced damage output and properties under Red Axe. | *Significantly enhanced damage output and properties under Red Axe. | ||
;Weaknesses | ;Weaknesses | ||
*Start up on moves is fairly slow | *Start up on moves is fairly slow | ||
*Mix ups become obvious and obnoxious | *Mix ups become obvious and obnoxious | ||
*Requires SP Meter for | *Requires SP Meter for many pressure options | ||
*Lacks good reversals outside of Awakening Super | *Lacks good reversals outside of Awakening Super | ||
;Movement Options | ;Movement Options | ||
: 1 Double Jump/Airdash, Run-type Dash | : 1 Double Jump/Airdash, Run-type Dash | ||
;Play-style | ;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 | :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== | ==Special Gauge - Axe Icon== | ||
;Basics | ;Basics | ||
Labrys has a special axe icon above | 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: | ||
#No Color | #No Color | ||
#Blue | #Blue | ||
Line 29: | Line 29: | ||
#Yellow | #Yellow | ||
#Red | #Red | ||
The higher the level of the | 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 | *Added Hitstun | ||
*All Counter Hits become Fatal Counters | *All Counter Hits by attacks that increase the Axe Gauge become Fatal Counters | ||
Under Red Axe Labrys also does significant chip damage | Under Red Axe, Labrys also does significant chip damage with her axe normals and Skills, such as Guillotine Axe. | ||
[[File:P4Arena axeIcon.png|center]] | [[File:P4Arena axeIcon.png|center]] | ||
;Management | ;Management | ||
Before we go into how you should | 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 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. | *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 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. | *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. | *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 | 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. | ||
<br/> | <br/> | ||
<br/> | <br/> | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/5B | |hitbox=Labrys/5B | ||
|description=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 | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/2A | |hitbox=Labrys/2A | ||
|description=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. | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/j.A | |hitbox=Labrys/j.A | ||
|description=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. | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/j.B | |hitbox=Labrys/j.B | ||
|description=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. | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/j.BB | |hitbox=Labrys/j.BB | ||
|description=Followup to j.B, swings axe horizontally across. Causes wall bounce when near the wall, but untechable time is heavily | |description=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. | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/5C | |hitbox=Labrys/5C | ||
|description=Persona sends out a laser that travels in | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/5D | |hitbox=Labrys/5D | ||
|description=Persona fires | |description=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. | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/2C | |hitbox=Labrys/2C | ||
|description=Persona summons a slow set of laser swords from below | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/j.C | |hitbox=Labrys/j.C | ||
|description=Surrounds Labrys with a small gear | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=1-30~60 Guard | |invuln=1-30~60 Guard | ||
|hitbox=Labrys/BD | |hitbox=Labrys/BD | ||
|description=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 | |description=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). | ||
}} | }} | ||
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|description=Causes Labrys to follow up her Winch Dash with various attacks. | |description=Causes Labrys to follow up her Winch Dash with various attacks. | ||
---- | ---- | ||
A Version: Causes Labrys to short hop and attack with j.B. | 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. | 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. | 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. | ||
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|invuln=- | |invuln=- | ||
|hitbox=Labrys/214A | |hitbox=Labrys/214A | ||
|description=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. | |description=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. | A Version : Fastest version, lowest damage. | ||
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B Version : Slower, but higher 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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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. | 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. | 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. | 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. | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_BrutalImpact.png | |image=P4Arena_Labrys_BrutalImpact.png | ||
|caption= | |caption=Startup is slow and has guard point against all attacks | ||
|image2=P4Arena_Labrys_BrutalImpact2.png | |image2=P4Arena_Labrys_BrutalImpact2.png | ||
|caption2=The attack is unblockable | |caption2=The attack is unblockable | ||
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|hitbox=Labrys/214214A | |hitbox=Labrys/214214A | ||
|description= | |description= | ||
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. | A Version: Faster version, lower damage (especially if used in a combo). | ||
}} | }} | ||
{{AttackData-P4M | {{AttackData-P4M | ||
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|invuln=1-185 Guard | |invuln=1-185 Guard | ||
|hitbox=Labrys/214214A | |hitbox=Labrys/214214A | ||
|description=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. | |description=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, and Naoto. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Labrys/InstantKill | |hitbox=Labrys/InstantKill | ||
|description= | |description= | ||
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 | 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. | ||
}} | }} | ||
}} | }} | ||
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===Combo Theory=== | ===Combo Theory=== | ||
When using Labrys you want to consider the following things when you get that hit confirm on your opponent: | 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 | *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 | *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 | *Will using D Beast kill? Do you even need to use D Beast? | ||
*Should you waste the meter to | *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=== | ===Pressure and Mix-up=== | ||
;j.B | ;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 | 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 | ;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 | 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 | *Special cancelling into Sword | ||
*Going for an | *Going for an Overhead w/ Guillotine Axe | ||
*Going for a | *Going for a low with Sweep. | ||
*Quick Escape through your opponent to catch them pushing buttons for the | *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. | 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 | 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 | If they go on the defensive, you can go in with options such as 236A/B or IAD j.B. | ||
===Okizeme=== | ===Okizeme=== | ||
;Tsurugi Setup (22A/B/C/D) | ;Tsurugi Setup (22A/B/C/D) | ||
Tsurugi is a very useful tool and will be used | 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 | *Throw | ||
*High/Low Mix up with Guillotine Axe/Sweep again | *High/Low Mix up with Guillotine Axe/Sweep again | ||
*IAD for a j.B cross up or air turn overhead with j.A | *IAD for a j.B cross up or air turn overhead with j.A | ||
*Quick Escape | *Quick Escape through the opponent for a left/right mixup | ||
Remember | 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 | *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 | *Go for a reset option with IAD for a j.B cross up or air turn overhead with j.A | ||
*Bait | *Bait Bursts with Furious Action | ||
===Combos=== | ===Combos=== |
Revision as of 15:32, 17 May 2014
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:
- No Color
- Blue
- Green
- Yellow
- Red
The higher the level of the Axe Gauge is, the more damage she does. Once you reach her red axe level, she gains the following special properties in addition to extra damage:
- 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.
- 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 |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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j.BB |
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Guard Cancel Attack |
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All Out Attack A+B |
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Sweep 2A+B |
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Persona Attacks
5C |
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5D |
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2C |
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j.C |
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j.D |
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Throws
Ground Throw C+D |
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Air Throw j.C+D |
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Furious Action
5th Gen Axe Slash B+D |
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Skill Attacks
Chain Knuckle 236A/B |
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Winch Dash 6 during Chain Knuckle hit or block |
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Braking 4 during Winch Dash |
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Extra Attack A/B during Winch Dash |
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Guillotine Axe 214A/B |
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Guillotine Aerial j.214 A/B |
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Weaver's Art: Sword 22A/B/C/D |
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SP Skill Attacks
Weaver's Art: Beast 236236C/D |
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Awakened SP Skill Attacks
Weaver's Art: Breaking Wheel 214214C/D |
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Brutal Impact 214214A/B |
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Instant Kill
Weaver's Art: Inquisition 222C+D |
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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.