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
- 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 |
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5AA |
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5AAA |
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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 Rush |
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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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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.