P4U2R/Shadow Labrys: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{P4U2R/CharacterLinks}}
{{notice|While Shadow Labrys's page here may be in need of updating and rewrites, there are some rather fleshed-out resources covering the character in this version: <br/>
<div id="home-content" class="home-grid">
Rough information hub / document: https://hackmd.io/@Arnei/SyD_X_UGq#Shadow-Labrys-25 <br/>
{{card|width=4
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}
|header=Overview
{{Overview
|content= Shadow Labrys, commonly referred to as "'''Shabrys'''", is a puppet character who stands out among the cast. Her Persona, the mythical bull Asterius (colloquially referred to as just '''Bull''') is a slow but massive puppet that augments Shabrys at every stage of the game.  
| overview = Shadow Labrys, commonly referred to as '''"Shabrys"''', is a '''puppet''' character who stands out among the rest of the cast. Unlike other Persona wielders, she has her Persona Asterius (colloquially referred to as Bull) out on the field at all times. She works together with Asterius to create very '''strong neutral sequences, suffocating pressure and an amazing knockdown game'''.


With Asterius being out at all times, Shadow Labrys has to be highly aware of its position on the screen. Improper usage of her Persona can lead to it being broken, making Shadow Labrys significantly weaker as a character. She also has the lowest health in the game, so making mistakes with her is considerably more detrimental than with the rest of the cast. Properly utilizing {{clr|4|5D/2D/j.D}} to help Asterius guard is essential to keeping him on the field for as long as possible.
In neutral, coordinating Shabrys with Asterius can force many difficult situations onto the opponent. The Bull can help cover multiple angles at neutral, setup and confirm mixups, extend and finish combos, create offense and safety from her defensive options, all on top of filling the screen. Asterius can cover massive portions of the screen all by himself, and his moves generally have high damage and range. On the field at all times and completely independent, the Bull demands great awareness from the opponent just by existing.  


If you can get around this burden and come to grips with the complex control scheme that Shabrys has, then you open the door to an excellent neutral game. Asterius is a dominating force on the battlefield, blasting his way across the screen with moves like {{MiniMoveCard|input=2C|label=Hammer Uppercut}} and {{MiniMoveCard|input=8C|label=Terra's Eruption}}. Shabrys has access to a number of great normals as well, with {{clr|2|j.B}} being just as good as her normal counterpart.
On offense, Shabrys and Asterius have a full plate of offensive options to choose from such as large pokes that can secure blockstrings, a strike/throw game with safe yet powerful strikes and rewarding throws, and some hellish mixups. Left/rights, high/lows, and nearly inescapable command grab setups with Asterius's signature {{MiniMoveCard|input=[4]6C|label="Bite"}} are all options that Shabrys can consistently access. In Awakening, Shabrys gains access to the {{MiniMoveCard|input=214214C|label=Titanomachia}} super, which automates Asterius and buffs him for the duration. This move has exceptional utility, allowing Shabrys to perform highly confusing mixups or confirm into huge damage.  


If you can convert and get a hard knockdown, then things become extremely scary for your opponent, as you can run mixups and blender them into oblivion. Cooperating with Asterius gives Shabrys a number of difficult-to-block setups, including left/right, high/low, tick throws, and even unblockables. While Shabrys is pretty fragile, getting her into Awakening unlocks {{MiniMoveCard|input=214214C|label=Titanomachia}}, a potentially game-winning super that allows her to either instantly turn the tides in her favor or push the round to a conclusion.
However, Asterius comes with a unique set of challenges that make Persona management more complicated for her than the rest of the cast. Since Asterius is independent, Shabrys players must learn how to properly control and keep track of him in neutral. Shabrys must command Asterius to manually block with the {{clr|4|D}} button, which can be difficult to keep track of in the heat of the moment. As well, many of Asterius's inputs can overlap with system mechanics (most notably Hop), which requires the Shabrys player to perform some unconventional button combinations to keep him sitting still. Overall, she requires gameplans to be made much larger in scope and further in advance to make the most of the character, which can be punishing if not mastered.  


Shadow Labrys does have a high skill floor, in that the player must be able to manage Asterius at all times to avoid losing cards and controlling its position for combos. In return, she rewards players who are willing to master her unconventional playstyle with some of the strongest offensive options in the game.
Choose Shadow Labrys if a high skill-floor and high skill-ceiling character appeals to you. Players from team games like UMVC3 or [[DBFZ]] will feel at home with classic assist-play neutral centered around circus tools such as {{MiniMoveCard|input=2C|label=homing assists}} or setting up mixups behind the cover of {{MiniMoveCard|input=236C|label=hard-to-contest beams}}.  
| lore =  
}}
After [[P4U2R/Labrys|Labrys]] was thrown into the TV World, Shadow Labrys and the fake school around them appeared, representing Labrys's desire to live and go to school like a normal girl. Shadow Labrys created the P-1 Grand Prix and masqueraded as [[P4U2R/Teddie|Teddie]] to lure the other Persona users living in Inaba into it. After the player defeats Labrys, Shadow Labrys reveals herself before the player character and fights them. After being defeated, Labrys accepts her, gaining her Persona.
{{P4U2R/infobox
| quote =  
|fastestAttack = {{clr|1|5A/2A}} (7F)
| summary = is a '''puppet''' character who uses her Persona to create overwhelming pressure and okizeme.
|reversalType = Attack (15F)
| pros =  
|fatalStarter = {{clr|3|5C}} <br/> {{clr|3|2C}} <br/> {{clr|3|214C}}/{{clr|4|D}}
*'''Bull Neutral:''' On top already having large axe normals to poke with, Shadow Labrys can use the massive range on Asterius' moves to cover her in neutral.
|fatalRecovery = {{clr|1|214214A}}/{{clr|2|B}}
*'''Devastating Mixups:''' When cooperating with Asterius, Shabrys has access to Eldrich-tier high/low, left/right mixups and strong okizeme. She can even unblockable opponents in the right situation with her [[P4U2R/Shadow_Labrys/Combos#Combo_Extensions.2FSetplay|Biteloops]].  
}}
*'''Massive Damage:''' Shadow Labrys can consistently deal around 3k meterless from her combos, which includes combos that start with her {{clr|1|5A}}. Great corner carry and meter gain make her hits especially rewarding and her {{MiniMoveCard|input=236236C|label=high damage}} {{MiniMoveCard|input=214214A|label=combo ending supers}} pack a serious punch.
{{ProsAndCons
*'''Titanomachia:''' The best super in the game, hands down. If the only counterplay for the opponent is to corner themselves so ''at least'' they can't get crossed up, you know this is seriously messed up. If you can get to Awakening, you can Titanomachia and immediately turn the tides of the match or secure your win.
|intro= works together with her Persona Asterius to create strong neutral sequences, suffocating pressure and an amazing knockdown game.  
*'''Status Ailments:''' Shadow Labrys is also able to inflict Poison, Silence, and Fear on top of everything else she can do.
|pros =  
*'''Meter Efficient:''' With great meter gain from her combos, Shadow Labrys is free to spend her meter how she pleases. Just about every metered option has its uses, but the ability to end most of her combos with hard knockdown from {{MiniMoveCard|input=214AB|label=SB Guillotine Axe}} lets her set up into a 50/50.
*'''Bull Neutral''': Large axe normals paired with Asterius's massive range cover absurd amounts of space in neutral. Additionally, many opponents struggle to keep track of Asterius and the screen pollution he creates.
| cons =  
*'''Devastating Mixups''': When cooperating with Asterius, Shabrys has full access to numerous high/low, left/right mixups and unblockable setups with her [[P4U2R/Shadow_Labrys/Combos#Combo_Extensions.2FSetplay|Biteloops]] in her pressure game.  
*'''Persona is God:''' Shadow Labrys is nothing without her Persona. However, this is not as big an issue as it sounds. She has a high number of Persona cards and Asterius has autoguard against attacks that deal 400 damage or less.
*'''Massive Damage''': Shadow Labrys can consistently deal around 3500+ damage from most starters as long as Asterius is ready. Great corner carry and meter gain make her hits especially rewarding and her {{MiniMoveCard|input=236236C|label=high damage}} {{MiniMoveCard|input=214214A|label=combo ending supers}} pack a serious punch.
*'''Cancelling off Asterius:''' With Asterius being out at all times, the opponent is able to hit it and freely cancel into jump or other normals and specials.
*'''Titanomachia''': The best Awakening super in the game, hands down. When the only counterplay for a move is to corner yourself so ''at least'' you can't get crossed up, you know that it's seriously messed up. If Shabrys can get to Awakening, she can activate this super in neutral and immediately turn the tides of the match or use it for damage to secure her win.
*'''Fragile:''' Lowest health in the game, two hits can be all it takes to lose.
*'''Meter Efficient''': Similar to {{CLabel|P4U2R|Ken}}, coordinated offense with Asterius generates a ton of meter and generally does not require any to maintain or get damage. Thus, getting a turn with Shabrys usually snowballs easily and stocks her up with plenty to spend to steal it back even if the opponent escapes.
*※ '''High Execution:''' With somewhat tricky combos, an unconventional control scheme for Asterius, and lots to keep in mind during a match, Shadow Labrys can be a bit difficult to grasp for beginners.
|cons =  
<small> ※ This con is mostly relevant to beginners and loses relevancy as the player increases their skills.
*'''Persona is God''': Shadow Labrys is much less threatening without her Bull, with much more limited combos and few ways to setup any offense. While she can mitigate some of these weaknesses with meter, it is more ideal to keep your Bull alive.  
| unique_mechanic1_name= Asterius
*'''Cancelling off Asterius''': With Asterius being out at all times, the opponent is able to hit it and freely cancel into jump or other normals and specials. This presents some unique strengths and weaknesses on defense and neutral, making another challenge for players to account for.
| unique_mechanic1=  
*'''Fragile''': Lowest health in the game, two hits can be all it takes to lose.
}}
</div>
 
{{card|width=4
|header= Asterius
|content=  
<gallery widths="200px" heights="120px" mode="nolines">
<gallery widths="200px" heights="120px" mode="nolines">
P4AU Asterius Neutral Pose.png
P4AU Asterius Neutral Pose.png
</gallery>
</gallery>
Shadow Labrys has her persona Asterius out on the field at all times. Asterius swims through the ground behind Shadow Labrys and will try to keep as close to his user as possible.
Shadow Labrys has her persona Asterius out on the field at all times. His movement is done automatically and has the following quirks:
* If Shadow Labrys moves in any direction, Asterius will attempt to swim alongside her, eventually resetting his position directly behind his user.
*If Shabrys moves in any direction, Asterius will attempt to swim alongside her, eventually resetting his position directly behind his user.
* If Shadow Labrys moves far enough away from him in a short period of time (such as by airdashing or running), Asterius will dive into the ground and reset his position behind her.  
*If Shabrys moves far enough away from him in a short period of time (such as by airdashing or running), Asterius will dive into the ground and reset his position behind her.  
* Asterius can block with the {{clr|4|D}} buttons, which will keep him locked to a specific position until the button is let go.  
*Asterius can block with the {{clr|4|D}} button, which will keep him locked to a specific position until he stops blocking.  
Unlike most other Persona attacks, Asterius is '''fully independent''' from Shadow Labrys and can act independent of her. Many of Shadow Labrys's combos gain extensions through inputting {{clr|3|5C}} or {{clr|3|2C}} while pressing one of her own buttons.  
Unlike most other Personas, Asterius is fully independent from Shadow Labrys. Specifically, Shabrys players must separately time Asterius moves in conjunction with Shabrys moves to finish combos, coordinate pressure or cover angles in neutral. One common midscreen combo ender requires the player to input {{MiniMoveCard|input=j.A|label={{clr|1|j.A}}}} followed by {{MiniMoveCard|input=5C|label={{clr|3|5C}}}} then cancelling into {{MiniMoveCard|input=j.214A|label=Aerial Guillotine}}. When the Aerial finishes, the primed {{clr|3|5C}} follows immediately and knocks the opponent down properly.  


At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands except SB skills and during Titanomachia. '''When preforming an SB skill, Asterius cannot be broken by normal attacks, only supers.'''
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands except during certain portions of {{MiniMoveCard|input=2C|label={{clr|3|2C}}}}, SB skills and Titanomachia.  


Shadow Labrys is also able to cancel all of Asterius's normal Persona attacks into specials and supers on hit or block, allowing Knuckle Train to be cancelled into Flame of Hades or Challenge Authority for one example. Persona moves can also be inputted while Shadow Labrys blocks, albeit with limited practical application as Asterius is often too slow to properly {{keyword|abare}}.
One may cancel all of Asterius's normal Persona attacks into Persona specials and supers on hit or block. For example, {{MiniMoveCard|input=5C|label={{clr|3|5C}}}} can be cancelled into {{MiniMoveCard|input=236C|label=Flame of Hades}} for pressure/okizeme or {{MiniMoveCard|input=236236C|label=Challenge Authority}} for extra damage.  


Lastly, Asterius's attacks '''must be blocked relative to Shadow Labrys's position'''. If Asterius is performing {{clr|3|5C}} to your left while Shabrys is to your right, you must hold down-left in order to block his incoming attack.  
Lastly, Asterius's attacks '''must be blocked relative to Shadow Labrys's position'''. If Asterius is performing {{MiniMoveCard|input=5C|label={{clr|3|5C}}}} to your left while Shabrys is to your right, you must hold down-left in order to block his incoming attack.  
}}
}}
<br clear="both"/>
 
{{FrameChartKey}}


==Normal Attacks==
==Normal Attacks==
===<big>{{clr|A|5A}}</big>===
===<big>{{clr|A|5A}}</big>===
{{P4U2R Move Card
{{P4U2R Move Card
|input= 5A,5AA,5AAA
|input=5A,5AA,5AAA|versioned=yes
|versioned=yes
|description=
|description=
;5A
;{{clr|1|5A}}
* Jump cancelable on hit and block.
{{#invoke:FrameChart|drawFrameData
* Does not gatling into itself or 2A.
|startup  = 7
Relatively quick axe swing with huge range for its speed. Gatlings to a plethora of normals and specials, although it does not cancel to 2A. Common combo and pressure starter. Can hit airborne opponents at certain spacings, giving it utility as an anti-air. At 7 frames, 5A is Shadow Labrys's fastest normal with relatively little whiff recovery for its speed and size. On air counterhit, can pick up a combo with B normals or by jump-cancelling into an air combo.
|active  = 3
|recovery = 19
}}
*Jump cancelable on hit and block.
*Does not gatling into itself or {{clr|1|2A}}.
 
Very important normal for pressure, as it is her fastest jump cancellable normal on block and leads to staple blockstrings that are gapless on normal block. Reaches the farthest of her ground {{clr|1|A}} normals, making it the default fast button for close engagements. Does not gatling into itself and does not continue into {{clr|1|5AA}} when holding 4, which makes mashing out of pressure somewhat difficult. Pretty long whiff recovery for a jab.  
----
----
;5AA
;{{clr|1|5AA}}
*More horizontal range than 5A.
{{#invoke:FrameChart|drawFrameData
Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.  
|startup  = 12
|active  = 3
|recovery = 15
}}
Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than {{clr|1|5A}}.  
----
----
;5AAA
;{{clr|1|5AAA}}
* Launches the opponent on hit.
{{#invoke:FrameChart|drawFrameData
* Hop-cancellable.
|startup  = 17
Has considerable horizontal and vertical range. Great mid-screen combo starter when hop-cancelled. 5AAA can also be cancelled into various specials and supers. Like all 5AAAs, Shabrys's builds 1/8th of the Burst gauge and ~13 meter on hit.
|active  = 4
|recovery = 23
}}
Mostly a combo tool. At midscreen, it is your most consistent ground launch for combos, making it a BnB staple. On block, use {{clr|2|5B}} instead as this can whiff at max range. If they do block it, you have access to a simple high/low followup between Guillotine and the new sweep cancel.  


Completing the auto-combo adds Guillotine Axe A > Challenge Authority C.  
Completing the auto-combo adds {{MiniMoveCard|input=214A|label=Guillotine Axe A}} > {{MiniMoveCard|input=236236C|label=Challenge Authority C}}. Shabrys can easily use Asterius to keep the combo going after the autocombo {{MiniMoveCard|input=214A|label=Guillotine}}, getting the extra burst and meter while still netting decent damage and good momentum.  
}}
}}


Line 77: Line 95:
|input=2A
|input=2A
|description=
|description=
* Does not galting into itself or 5A.
{{#invoke:FrameChart|drawFrameData
A low-hitting poke with the butt of Shadow Labrys's axe. While a fast low, it has limited range. Along with 5A, 2A is Shabrys's fastest normal at 7f. Does not cancel into itself, but does cancel into 5B, and 2A > 5B > 2AB is Shabrys's staple low string. Frequently seen in pressure and mix-ups.  
|startup  = 7
|active  = 2
|recovery = 14
}}
*Fastest low.
*Does not gatling into itself or {{clr|1|5A}}.
 
Your most common low for mixups. Tied with {{clr|1|5A}} as Shabrys's fastest normal at 7F. Similar to its standing counterpart, it does not cancel into itself, making mashing fairly committal. That said, CH {{clr|1|2A}} links into another {{clr|1|2A}} or {{clr|1|5A}}, which gives some incentive to mashing out.
}}
}}


Line 85: Line 110:
|input= 5B
|input= 5B
|description=
|description=
* Slow startup, but fast recovery.
{{#invoke:FrameChart|drawFrameData
A big forward axe swing that's a strong poke and common combo tool. While the start-up is slow, the recovery is relatively fast, making it a great neutral and pressure tool when spaced correctly. While 5B is not a move you want to be caught whiffing next to an opponent, threatening with 5B is part of Shabrys's neutral, as its range forces some opponents to stay at bay. Unlike many other 5Bs, Shadow Labrys's is not Chest attribute, so it cannot be universally low-profiled.  
|startup = 13
|active  = 2
|recovery = 21
}}
'''{{clr|B|5B}}''' is a little slow for a poke and it isn't fast enough to contend with something top-notch like {{CLabel|P4U2R|Mitsuru}}'s {{clr|A|5A}}. Still, threatening with {{clr|B|5B}} is an integral part of Shabrys's neutral, as the space it covers and the potential damage with Asterius discourages opponents from simply holding forward on the ground. Unlike many other {{clr|B|5B}}s, it is not Chest attribute, so it cannot be universally low-profiled.
 
{{clr|B|5B}} is also a common CH punish starter, getting an easy 3000 damage and a setup with proper Bull usage.  
}}
}}


Line 93: Line 124:
|input=2B
|input=2B
|description=
|description=
==== ====
{{#invoke:FrameChart|drawFrameData
* Jump cancellable on hit and block.
|startup  = 20
Large upward axe swing that moves Shabrys low to the ground. Covers a huge amount of space above and around Shadow Labrys's head, including behind Shadow Labrys. Used in combos to launch opponents as well as serving as an anti-air attack. Can be used to punish moves with long recovery at certain spacings and any 2B hit leads to huge damage, as it is Shadow Labrys's best combo starter.
|active = 4
|recovery = 25
}}
*Jump cancellable on hit and block.
*Slower but potentially more painful CH punish starter.
 
Very slow to start and recover but covers a huge amount of space above her, including behind Shabrys. Used in combos to launch opponents or in neutral as a risky but extremely potent anti-air attack.  
 
At neutral, the slow startup is usually compensated by the Bull blocking an opponent's aerial attack, which gets them stuck in hitstop and holds them in place for a juicy CH. CH {{clr|2|2B}} is her second best starter, only rivaled by a Fatal Counter {{MiniMoveCard|input=2C|label={{clr|3|2C}}}}.  
}}
}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
{{P4U2R Move Card
{{P4U2R Move Card
|input= j.A
|input=j.A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active = 4
|recovery = 12
}}
*Fastest air button.
*On regular block, {{clr|1|j.A}} > {{clr|2|j.2B}} is a blockstring while {{clr|1|j.A}} > {{clr|2|j.B}} is not; on IB, neither are gapless.


* Jump cancellable on hit and block.
A quick jump attack with relatively limited range and damage. However, as it is your fastest air button, it is used for many things: fast combo extensions, mixup starters, air-to-airs.
* Can cross-up.
* Combos into j.B on grounded opponents.
A quick jump attack with relatively limited range and damage but a fair number of active frames. Often used in air combos before ending with Guillotine Aerial and as a jump-in in mix-up and pressure.  
}}
}}


Line 113: Line 156:
|input=j.B
|input=j.B
|description=
|description=
* Jump cancellable on hit and block.
{{#invoke:FrameChart|drawFrameData
A large axe swing that hits around Shadow Labrys in the shape of a "J." j.B is a fast attack with a huge hitbox, which allows for ambiguous cross-ups and fake cross-ups, and it leads to great damage. Since j.B can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach. It also has use as a safe-jump and for positioning Shabrys in combos. While a fantastic normal with a variety of uses, beware becoming overly reliant on j.B, as jumping and airdashing around non-stop with it will cost you.
|startup  = 15
|active = 4
|recovery = 14
}}
}}
*Iconic giant air button for space coverage.
*Goes active behind Shabrys first and takes time for the move to go active in front of her


===<big>{{clr|2|j.2B}} and {{clr|2|j.BB}}</big>===
{{clr|2|j.B}} is a huge attack with a hitbox that hits all around Shabrys, which combine with air options to create ambiguous left/rights constantly. Since it can be difficult for some characters to effectively anti-air, a well-angled {{clr|2|j.B}} is one method of approach.  
{{P4U2R Move Card
|input= j.2B
|description=
* j.BB is not an overhead, j.2B is.
Followup to j.B. A horizontal axe swing that causes wallbounce. Has a slight backward hitbox, allowing for cross-ups with instant air-backdash, airturn, and careful positioning. j.BB is common in corner combos since the wallbounce allows for hard knockdown.


j.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB would fail to combo or yield no okizeme. Used in combos for corner carry and hard knockdown into okizeme. Can now be inputted as j.1B or j.3B. j.2B is a very strong air-to-air tool due to j.2B's enormous horizontal hitbox and cross-up potential; additionally, it does not extend Shadow Labrys's hurtbox as far as j.B does. Jump-cancellable on hit and block. Has landing recovery if not cancelled or if recovery is not completed in air.
Be aware of the slow startup especially when covering space in front of Shabrys, a player's over-reliance on {{clr|2|j.B}} is easily countered with preemptive or fast anti-airs.  
}}
}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>{{clr|2|j.BB}} and {{clr|2|j.2B}}</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=5AB
|input=j.BB,j.2B|versioned=yes
|description=
|description=
A giant overhead axe swing. Universal overhead. At 27 frames, it's fairly slow and the animation is somewhat telegraphed but the attack has a decent amount of range and the attack animation itself be obscured with careful use of Asterius. On hit, the C ender launches the opponent high into the air for a combo into knockdown, while the D ender shares 5B's animation and causes wallbounce near the corner. On ground hit, Shadow Labrys's AoA does quite a bit of damage but it's very unsafe on block without the meter to One More! Cancel. Can be used to combo into knockdown and set-ups or into supers. As a punish tool, however, it's not nearly as useful as it was in Arena due to improved Fatal routes, which offer much higher damage.
* This attack can be performed on its own as a command normal with any downward input ({{clr|B|j.1/2/3B}}), or as a follow-up to {{clr|2|j.B}}
** The two moves share the same animation, but have very different use cases and the game considers them separate for SMP purposes.
* Jump cancellable on connect.
;{{clr|2|j.BB}}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active = 6
|recovery = 22
}}
}}
Exclusively restricted to corner combos, as the landing recovery and momentum stop make it impossible to use for most other situations. However, this button alone makes corner combos very painful and the wallbounces buy plenty of time to setup Bull for an extension or a knockdown.


===<big>Sweep</big>===
;{{clr|2|j.2B}}
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{#invoke:FrameChart|drawFrameData
{{P4U2R Move Card
|startup  = 13
|input=2AB
|active = 4
|description=
|recovery = 25
* Has quite a bit of range and low-profiles well.
}}
Shadow Labrys slides forward a bit and sweeps the opponent with her axe. Significantly negative on block, but can be made safer with proper spacing or a One More! Cancel. Like most sweeps, Shadow Labrys's be cancelled into a hop, DP, special, or super. Now low-profiles chest-attribute attacks such as Narukami's 5B and Mitsuru's 5A due to the inclusion of chest invuln. Used frequently in pressure, mix-up, and combos. Sweep and 2A are Shabrys's only low-hitting moves.
{{clr|2|j.2B}} performs {{clr|2|j.BB}} as a standalone move, giving Shabrys the big hitbox and wallbounce without the landing recovery or the momentum change. Has a ton of use in various combos, most prominently for midscreen corner carry. At neutral, it is a strong air-to-air and air-to-ground tool due to {{clr|2|j.2B}}'s enormous hitbox and relatively small hurtbox.  
}}
}}


==Persona Normal Attacks==
==Persona Normal Attacks==
All of Asterius' normals are cancellable on hit and block to his specials and supers. The startup and recovery of all of his moves are significantly long. Thus, whiffing an Asterius move creates a big window where Shabrys is uncoupled, solo and has to wait for Bull to be ready. Much of the key to succeeding with Shabrys is learning how to time Shabrys and Bull inputs around each other and maximising the collective uptime between the two parts of the character.
Since Persona moves take so many frames, there won't be frame data charts made for them. Suffice to say, they take ''a lot'' of time to start and ''a lot'' of time to recover.
===<big>Knuckle Train</big>===
===<big>Knuckle Train</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|5C}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|5C}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 5C
|input=5C
|description=
|description=
* Bracketed value is for start-up during Titanomachia.
*Wallbounces on hit.
* Wallbounces on hit.
*Can be charged to delay the attack and increase its damage.
* Can be charged to delay the attack and increase its damage.
*Staple pressure extender and combo ender.
Asterius lunges forward and punches the opponent. One oki option, as charging the attack punishes late-tech, and new cancel options allow a blocked 5C to be cancelled into various specials for mix-up. Very strong combo tool, particularly when charged for increased damage, though its proration is quite high. One of Shadow Labrys's strongest knockdown options when combined with Guillotine Aerial.  
*Bracketed values refer to the Titanomachia variant.  
 
A horizontal punch that is a mainstay of Shabrys offense. It follows easily in regular grounded pressure and is one of her most flexible combo enders, giving the most breadth in terms of potential okizeme.  
}}
}}


Line 159: Line 214:
{{PersonaRequired}} {{InputBadge|{{clr|3|2C}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|2C}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 2C
|input=2C
|description=
|description=
* Tracks the opponent.
*Tracks the opponent.
* Asterius will not go underground and continue the move if Shadow Labrys is put into blockstun on frames 1-27 of start-up.
*Asterius will be interrupted if Shadow Labrys is ''put into'' blockstun on frames 1-27 of start-up and within a short window after Asterius reemerges.
* Bracketed value is for start-up during Titanomachia.
*Mid-combo, this gives Shabrys the most flexibility for followups or setups, making it her best combo extender.
Asterius dives underground, locks on to the opponent's location, then reemerges at the opponent's location and punches them, blasting them into the air. Inflicts quite a bit of damage on hit and gives Shabrys advantage on block. The first of Shadow Labrys's main mixup tools, as airdashing or rolling through an opponent can cause {{clr|3|2C}} to crossup.  
*Bracketed values refer to the Titanomachia variant.


The threat of the attack forces the opponent to quickly stop their offensive to dodge the attack or block it and be put in blockstun. Useful for starting an offensive or punishing opponents for auto-piloting. Can be mashed while blocking at the risk of losing a card, as Asterius may continue the attack while Shabrys blocks if he makes it underground. If Shadow Labrys is blocking while Asterius is underground, he will fail to perform the move.
Asterius dives into the ground, before tracking to the opponent's location and re-emerging with a brutal vertical swipe. The homing feature, significant blockstun, and difficulty to predict makes this a perilous move for the opponent to contest.  


{{clr|3|2C}}} is also key to displacing Asterius, as once he emerges, {{clr|3|2C}} can be cancelled into a special to continue pressure. On hit, the untechable time is significant and the attack can be followed up with a combo. Quickly reacting to how an opponent deals with {{clr|3|2C}} is important when mounting your offensive and determining whether you're gaining or losing ground.
The threat of the attack forces most characters to quickly stop their offense to dodge or block it. An opponent that disrespects it eats a 2000 damage Fatal Counter, which is easily her best combo starter. Understanding and accounting for how an opponent deals with {{clr|3|2C}} is a cornerstone of Shabrys neutral play.
 
Many opponents lament how inconsistent it is to interrupt and reset {{clr|3|2C}}. The main thing to understand is the act of putting Shabrys in blockstun is what interrupts the move and not blockstun itself. Characters who don't have accessible multi-hit moves will generally have a much harder time to interrupt Asterius here.  
 
In combos, {{clr|3|2C}}'s hit behaviour, hitstun, and good Bull recovery altogether give the player the full breadth of Shabrys setups to choose from. For optimal combos, it is one of the [[P4U2R/Shadow_Labrys/Combos#2c150facecorner|consistent meterless branches]] into and out of {{MiniMoveCard|input=214214C|label=Titanomachia}}.
}}
}}


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{{PersonaRequired}} {{InputBadge|{{clr|3|8C}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|8C}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 8C
|input=8C
|description=
|description=
* Controls lots of space but is hard to input without jumping.
*Anti-air space coverage.
** Whiffing a button can allow 8C to be buffered without jumping.
*Fastest startup for a Bull normal make it an important combo extender for stray hits.
Asterius spouts bits of flame from his horns. Makes an effective anti-air barrier and good for space control. Often seen in combos as the hitstun from the fire allows Shabrys to juggle opponents.  
*To input it at neutral without jumping, one can hide the input behind a low duration move like {{clr|1|2A}} or backdash.


While the attack cannot hit grounded opponents, an opponent can certainly be launched into the flame with {{clr|2|j.214B}}. Following up with a second {{clr|2|j.214B}} ends the combo in a normal tech, while SB j.214 grants hard knockdown. This can be followed up with Flame of Hades for okizeme.  
Asterius rears back his head and unleashes a torrent of flame from his horns. A good preemptive anti-air barrier that whiffs on grounded opponents. Just like other Bull normals, it easily cancels into specials for further pressure.
 
{{clr|2|8C}}'s fast startup makes it the easiest way to extend combos. It is commonly used to relaunch after a {{clr|2|j.214B}} groundbounce. The extended recovery however means it usually leads to less optimal okizeme setups, as it leaves Asterius unavailable for a normal like {{clr|3|5C}} to knockdown.  
}}
}}


===<big>Cliff of Creta</big>===
===<big>Cliff of Creta</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|5D}}/{{clr|4|2D}}/{{clr|4|j.D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_ShLabrys_5D.png|
*Does the same move regardless of any direction of {{clr|4|D}}, regardless if Shabrys is grounded or airborne.
</gallery>
*Necessary to avoid random breaks or breaks from stronger moves.
</div>
*Asterius already absorbs non-beam projectiles if they are too weak to break him; guarding however helps to make this intentional.
<div class="attack-info">
*Held and toggled block has different behaviour with followup inputs.
==== ====
*Blocking keeps Asterius locked into position until he stops.
Asterius guards himself. Since he's always on-screen, activating Asterius's guard keeps him safe and allows you to avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows just fine, as well as specials and supers. When blocking, Asterius absorbs projectiles, so a single-hit projectile that connects with a blocking Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. This however does not apply for moves like Rise's D buttons or Adachi's 5D. Shabrys is free to move while Asterius is blocking; however, he will always move or teleport to her location on her wake-up.  
 
Asterius's manual block button. Since he's always on-screen, activating Asterius's guard keeps him safe and helps you avoid losing cards. There is no difference between {{clr|4|5D}} and {{clr|4|2D}}: they block both highs and lows and blocks any move that pass the 400 damage threshold.
 
Generally Asterius absorbs projectiles, so a single-hit projectile that connects on Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. If a character relies on projectiles for pressure, this can create gaps in their offense for you to take advantage. Certain beam moves like Rise's {{clr|4|D}} buttons or Adachi's {{clr|4|5D}} will ignore it and still continue past Asterius.  
 
Pressing {{clr|4|D}} once (or toggling) will force Asterius to block for a short window, after which Asterius will remain blocking but followup commands using {{clr|3|C}} or {{clr|4|D}} buttons will activate Asterius. Thus system options like Roll, Hops, Furious Action, and Throw can all trigger Asterius to attack. Holding {{clr|4|D}}, on the other hand, will keep Asterius in guard no matter what else is pressed. Choose or mix a style that suits you best.
 
For newer players, a common introduction to this concept is this portion of [[P4U2R/Shadow_Labrys/Combos#hopstarter|Shabrys's autocombo BnB]]: {{clr|1|5AAA}} > hop (2A+C) > {{clr|2|j.2B}}. It requires {{clr|4|D}} to be held or tapped around the hop input, otherwise Asterius will attempt to {{MiniMoveCard|input=2C|label={{clr|3|2C}}}} during this sequence, which will leave Asterius in recovery and unable to finish the combo.
 
Additionally, blocking holds Asterius's location, even if he is off-screen while Shabrys is free to move. This can create opportunities to fire a Bull move from off-screen to surprise your opponent.
}}
 
==Universal Mechanics==
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=5AB
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 27
|active = 3
|recovery = 31
}}
* Universal overhead
Shabrys's {{keyword|AoA}} is not considered to be particularly useful, as she already has an overall better standing overhead in {{MMC|input=214A|label=Guillotine Axe ({{clr|A|214A}}/{{clr|B|B}})}} that's faster, safer on block and more rewarding on hit. Is only ever really used for the surprise factor if the opponent is more used to reacting to that other overhead instead of this one.
 
The other main use of AoA would be to autoguard against your opponent's defensive mash. However, thanks to Asterius's backup, Shabrys can use her DP for foolproof anti-{{keyword|abare}} much more effectively.
}}
 
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active = 3
|recovery = 20
}}
*Slow, long-range low.
*Better proration starter than {{clr|1|2A}}.
*Chest invulnerable, like most sweeps.
 
Fairly negative on block on its own. Similar to most sweeps, cancels are restricted to DP, specials, or supers but Shabrys also has a puppet to cover or confirm off it. Now low-profiles chest-attribute attacks such as {{CLabel|P4U2R|Narukami}}'s {{clr|2|5B}} and {{CLabel|P4U2R|Mitsuru}}'s {{clr|1|5A}}, making it an important counter-poke.
 
Sweep and {{clr|1|2A}} are Shabrys's only low-hitting moves. Due to the higher startup, use sweep to feint a {{MiniMoveCard|input=214A|label=Guillotine}} overhead. Sweep is a much better combo starter and confirms give significantly more damage over {{clr|1|2A}}.
}}
 
===<big>Ground Throw</big>===
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
{{P4U2R Move Card
|input=CD
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 3
|recovery = 25
}}
*Can combo after with Asterius or OMC/OMB.


Pressing D once will cause Asterius to block until a command is inputted but system commands using C or D will automatically activate Asterius (for example, rolls, hops, Furious Actions, and throws will all trigger Asterius to attack). Holding and releasing D at precise timings to manipulate Asterius's movements is key to executing certain combos. In particular, Shadow Labrys can combo her {{clr|1|5AAA}} into hop > {{clr|2|j.2B}} for a wallbounce, but this requires guard to be held as Asterius will attempt to {{clr|3|5C}} during this sequence.
Low damage for a throw but can convert into a combo meterless with Asterius or by using either a One More! Cancel or One More! Burst.  
{{CloseCard}}
}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= j.CD
|input=j.CD
|description=
|description=
* Can combo after with OMC or OMB.
{{#invoke:FrameChart|drawFrameData
Shadow Labrys grabs the opponent and hurls them toward the wall. If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo. Can also be converted into a combo with use of a One More! Cancel.  
|startup  = 4
|active  = 3
|recovery = 19
}}
*Only has followups in the corner.  
 
If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo.
}}
}}


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{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= BD
|input=BD
|description=
|description=
* Launches the opponent into the air on hit, on counter hit the opponent is bounced against the wall and can tech on the ground, allowing you to use Asterius as oki and take your turn.
{{#invoke:FrameChart|drawFrameData
Unlike most DPs, Shadow Labrys's has autoguard rather than invuln. At 15f, it's relatively fast, making it harder to cause reactable slowdown than with Labrys's DP, and hits surprisingly far in front of Shadow Labrys herself; however, the vertical hitbox is weak, allowing opponents to easily force it to whiff.  
|startup  = 15
|active  = 4
|recovery = 42
}}
Shabrys has an autoguard Furious Action like her sister character Labrys. However, it has much faster startup and it suffers much less hitstop if Shabrys is hit during the autoguard portion. Because of the startup and the autoguard, most characters get safejumps on her that they normally wouldn't on other characters. Opponents may also counter it on her wakeup by mashing jab or a short airdash string and reacting with their own DP. Past the immediate wakeup is where her DP really shines, as it is much harder for the opponent to consistently tag the startup and react quickly.


Used in combos to launch the opponent into an air combo or to supercancel. Due to its range, it can situationally be used as an anti-air. Like all DPs, it converts 4.5% HP into blue health and can be super-cancelled on hit or block. A strong DP but resist the urge to spam it or you'll lose a significant portion of your life (if not all of it).
Among many unfair things about Shabrys, one can time Asterius to keep your DP attempts safe and create / maintain offense from it. Specifically, having DP covered by Asterius is really good at winning neutral scrambles or stuffing a defender mashing during your pressure, while still being plus on block if they respected it. On your own defense, most Bull moves are too slow to help but one can combine DP and {{MiniMoveCard|input=[4]6C|label=SB Massive Slaughter}} with [https://www.youtube.com/watch?v=mRKB3DSJVPM some] [https://www.youtube.com/watch?v=_9aJg6ZDjoE effectiveness] and it doubles as a natural [https://www.youtube.com/watch?v=vCwP_83CAb0 DP~Throw Tech option select].
}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 6AB
|input=6AB
|description=
|description=
Slow, as Guard Cancel Assaults are known to be, but one option of escaping pressure at the cost of 50 meter. Shares the same animation as Shadow Labrys's 5AAA and retains 5AAA's slight backward hitbox, so it can catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.  
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 4
|recovery = 25
}}
Slow, but absolutely massive Guard Cancel as it uses {{clr|A|5AAA}}'s animation, retaining the slight backward hitbox as well which enables it to catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.  
}}
}}
<br clear=all/>


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==
===<big>Guillotine Axe</big>===
===<big>Guillotine Axe</big>===
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 214A,214B,214AB
|input=214A,214B,214AB|versioned=yes
|versioned=yes
|description=
|description=
;All Versions
*Ground bounces on hit.
* Hits overhead.
 
The attack pushes Shadow Labrys slightly back from her opponent. If combined with Asterius's moves, knockdown is still possible at the expense of free okizeme. All versions have deceptively large range and a huge number of active frames. Guillotine Axe can hit airborne opponents.  
'''All Versions''' of Guillotine Axe are a huge overhead axe attack just like regular Labrys's, but it differs in that it lacks the initial mid hit, only having the overhead slam alone. This makes it harder to react to, but firing this overhead requires some conditioning or a prior Asterius move to cover the startup, otherwise it is quite easy to fuzzy mash or fuzzy DP it.  
----
----
;214A
;{{clr|1|214A}}
* Fastest startup.
{{#invoke:FrameChart|drawFrameData
* Highly punishable on block.
|startup  = 23
* Causes a techable ground bounce on hit.
|active  = 12
With meter, can be One More! Cancelled into j.A for a double overhead fuzzyguard set-up or to continue pressure. The fourth move of Shadow Labrys's autocombo, so it's best to stop at 5AA or 5AAA to avoid letting the opponent tech immediately after the Guillotine unless Asterius is able to assist.  
|recovery = 20
}}
*Fastest startup.
*The mixup version.
 
Generally the go-to version for mixups. Any Asterius move can be used to confirm this but {{MiniMoveCard|input=214C|Buffalo Hammer}} is usually the easiest to use, requiring little manual timing. Without Asterius, Shabrys needs either a Fatal Counter or meter to get proper followup.  
 
A little minus on block on its own, but should not usually matter with Asterius to cover.  
----
----
;214B
;{{clr|2|214B}}
* Slowest startup.
{{#invoke:FrameChart|drawFrameData
* Safe on block.
|startup  = 30
* Causes a techable ground bounce on hit.
|active  = 12
The opponent can jab you out of the move if you throw it out carelessly due to its lengthy start-up.  
|recovery = 20
}}
*Slowest startup but 0 on block.
*The combo version for optimal routing.
 
Pretty exclusively used for max damage confirms using some combination of {{MiniMoveCard|input=214214C|label=Titanomachia}}, OMB or Fatal Counter. Has no easy way to combo into or out of it otherwise and is significantly more reactable in mixups.  
----
----
;214AB
;{{clr|1|214A}}+{{clr|2|B}}
* As fast as the A version.
{{#invoke:FrameChart|drawFrameData
* Safe on block.  
|startup  = 23
* Causes an a ground techable knockdown on hit.
|active  = 12
On hit, can convert into a full combo. Unlike Guillotine Axe A and B, the SB version is special-cancellable, though Shadow Labrys only has two ground specials: the Guillotine series and Chain Knuckle. Very useful for setting up Titanomachia activations or as a quick (but safe) grounded overhead, albeit at the cost of 25 meter.  
|recovery = 20
}}
*As fast as the {{clr|1|A}} version and as safe as the {{clr|2|B}} version.
*Special cancellable.
 
The most self-sufficient version, having fast startup and better safety on block. The ground bounce and the recovery allows Shabrys to link {{clr|1|2A}} solo after this in the corner.
 
While this version is special cancellable, Shabrys has limited specials to use from here: cancel to more Guillotines (which is used for some optimal combos) or cancel to Chain Knuckle which, for now, has no practical application.  
}}
}}


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{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=236A, 236B, 236AB
|input=236A,236B,236AB|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*A single shot horizontal space coverage tool at neutral.
;All Versions
*SB version has brief projectile invulnerability.
* On hit, all versions cause wallbounce near the corner and an immediately techable bounce outside the corner.  
*Significant whiff recovery; on whiff it forces the longest recovery possible.  
* All versions have poor startup and recovery.
*Shabrys's only move with Chest property.  
* Weak to chest invul.
 
Shoots out Shadow Labrys's hand as a chain-operated projectile. Unlike Labrys's Chain Knuckle, Shadow Labrys's has no follow-up attacks. Situationally useful for harassing opponents without giving up positioning and used in certain Fatal Counter combos. Use cautiously: Chain Knuckle can be low-profiled by moves with chest invuln, including sweeps.  
Unlike Labrys's Chain Knuckle, Shabrys has no follow-up attacks from this. Much like the rest of the character, it requires a well-timed and -placed Asterius move to convert or make pressure off it. Useful to harass opponents on the ground without giving up positioning.
 
Recovery is determined by how far her knuckle travels: the longer it extends, the longer it takes to recover. This makes it a fine combo or pressure tool, but makes it terrible to whiff at neutral. Charts reflect the highest recovery possible. It is the only move Shabrys has with Chest property.
----
----
;236A
;{{clr|1|236A}}
* Fastest startup.
{{#invoke:FrameChart|drawFrameData
* Reaches about half-screen.
|startup  = 15
Very unsafe on block if not spaced well and without Asterius for support.  
|active  = 8
|recovery = 27
}}
*Fast startup.
*Reaches about half-screen.
*Occasional corner combo tool.
 
The default fast version, generally the speed is used to quickly check your opponent at half-screen. Can be used to extend combos in the corner, but requires help from Asterius to keep it going.  
----
----
;236B
;{{clr|2|236B}}
* Slower startup.
{{#invoke:FrameChart|drawFrameData
* Reaches about 3/4ths of the scren.
|startup  = 18
Whiff if the opponent is hugging the corner. Can be followed up near the corner even on normal hit.
|active  = 13
|recovery = 32
}}
*Slower startup.
*Reaches about 3/4ths of the screen.
*Wallbounces in the corner for a combo.
 
A combo extender for corner confirms that can be used solo and doesn't require meter. It does, however, need an airborne {{MiniMoveCard|input=2AB|label=sweep}} hit, which is a fairly specific condition. At neutral, it is even worse on whiff but reaches just about full screen.  
----
----
;236AB
;{{clr|1|236A}}+{{clr|2|B}}
* Same startup as the B version.
{{#invoke:FrameChart|drawFrameData
* Recovers the fastest out of any version.
|startup  = 15
Recovers slightly faster, allowing for easier follow-ups off the corner wallbounce. Can combo without Asterius with this if he is broken.
|active  = 8
|recovery = 29
}}
*Fast startup and good recovery
*Wallbounces midscreen.
*Most accessible combo extender for solo Shabrys.
*Some projectile invulnerability allows Shabrys to more directly contest some zoning.
 
Buffed with 2.5, any {{MiniMoveCard|input=2AB|label=sweep}} hit into SB Chain Knuckle now wallbounces midscreen, which she can chase after to keep comboing. This allows her to get a long solo combo, for times you are Persona broken or you had committed Asterius to something else just when you got a hit.  
 
Has projectile invulnerability starting at F7 up through its active frames. In practice, a very far hit at neutral, especially on grounded opponents, does not usually give a confirm on its own, which reduces some of its effectiveness. Asterius can patch this hole as always, but he must be primed well ahead of time and used in anticipation of your opponent's neutral pattern, rather than on reaction.  
}}
}}


Line 289: Line 465:
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= j.214A,j.214B,j.214AB
|input=j.214A,j.214B,j.214AB|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*Default air juggle ender.
Shadow Labrys spins in place in the air for a bit, then slams her axe down on an opponent. Only the axe slam must be blocked high. A shockwave is created as Shadow Labrys's axe hits the ground, which is projectile attribute; the force of the shockwave is determined by her height when performing the attack.  
*3rd hit is a techable ground bounce.
*Combine the meterless variants with Asterius to end combos and setup okizeme.
*Use meter or Air Turn to create a knockdown solo.
*Bracketed values are for the last 'shockwave' hit created on landing, with the second value for 'buffed' Aerials which occur if Shabrys performs the Aerial high enough.
*Can be used in mixups, adding one last overhead before landing in an airdash string or TK'ed directly from the ground.
 
Staple air special for combo extensions and enders. Meterless variants do not usually knockdown by themselves and must be combined with Asterius to finish the combo.  


Just like the ground Guillotine series, the Guillotine Aerial series changed from Arena to Ultimax and now cause a techable groundbounce instead of hard knockdown. Shadow Labrys must combine the Aerial with Asterius's attacks for hard knockdown or perform the Aerial after an airturn so that only one hit connects with the opponent (giving her meterless hard knockdown and better okizeme options).
Some routes allow you to "cheat" by using Air Turn. When backwards and far enough away, Shabrys only connects with the first hit of Aerial, which causes them to fall slowly to a regular knockdown. Otherwise, if situations still don't permit it, Shabrys can use meter for SB Aerial to secure the knockdown.  


If performed high enough in the air, the attack does more damage and hitstun/blockstun, as indicated by the bracketed values. Gullotine Aerial creates incredibly ambiguous mix-ups when One More! Cancelled before reaching the ground.  
The last, third hit is a shockwave that is created when Shabrys lands on the ground. If Aerial is performed high enough, then on landing, the shockwave gets buffed with more damage and blockstun.
 
Only the second, falling hit must be blocked high which can be used to make an ambiguous mixup. Aerials stop your momentum, so one can use it for a surprise overhead at the end of an airdash string or simply TK it from the ground. However, Aerials at low height are minus enough on block to get severely punished by most characters -- one must have Asterius for cover or use meter to OMC for safety.
----
----
A: Fastest start-up of all versions but the least damaging. Appears frequently in combos. When combined with Buffalo Hammer, leads to hard knockdown into okizeme. Can be cancelled into from almost any stray j.A or j.B hit. Head attribute, so it loses to most 2Bs.  
;{{clr|1|j.214A}}
*Fast, staple combo ender.
*Carries momentum slightly
 
Fastest start-up of all versions and most frequently used to end combos, as {{MiniMoveCard|input=j.A|label={{clr|1|j.A}}}} > {{clr|1|j.214A}} still works even with significant decay. This version also keeps your forward or backward momentum which can apply for certain midscreen routes or advanced Titanomachia routes.
----
----
B: Slower, slightly more damaging, and more difficult to use in certain combos due to its restricted hitbox. Somewhat safer on block than the A version.  
;{{clr|2|j.214B}}
*Slow, slightly more damage.
*Usually preferred for extending combos rather than ending them.
*Does not carry momentum, making it slightly more finicky to use  
 
Mostly used as a combo extender, since the higher damage is better used earlier in the combo and the longer move duration helps stall time for Asterius to reach you. In the corner, ending with either {{clr|1|A}} or {{clr|2|B}} version is roughly interchangable.  
----
----
SB: Unchanged from Arena: causes knockdown without Asterius at the expense of meter. Used for Massive Slaughter okizeme. Safest on block.  
;{{clr|1|j.214A}}+{{clr|2|B}}
*The only version that knocks down on its own.
 
Knocks down without Asterius at the expense of meter. Virtually unchanged from Arena, muscle memory for setups from that version mostly still work from this ender.  
}}
}}
==Persona Skill Attacks==
The same rules apply here as with Persona normals: Asterius has automatic guard against anything less than 400 damage and is interrupted if Shabrys blocks. However, these restrictions are temporarily overridden during a Persona SB skill or Titanomachia. For the duration, Asterius can only be interrupted by a super or by hitting Shabrys herself.
Since Shabrys is independent, inputting SB Persona skills naked will come at the cost of Shabrys attempting a throw. Ideally, players should employ some manual and mental dexterity to hide the input behind something else. The safest options are quick jabs or backdash, but one can hide the input behind anything else to maximise uptime.


===<big>Buffalo Hammer</big>===
===<big>Buffalo Hammer</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 214C,214D,214CD
|input=214C,214D,214CD,214C Titanomachia,214C Earthquake|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*Temporarily increases Asterius's armor to 600 damage for the duration.
<!--Insert text below the =s and above the }}-->
*Asterius 'stands' and raises his fists very high, increasing his hurtbox upwards and deceptively covering a lot of vertical space on the slam. 
Asterius slams his arms down, C version is faster while D version takes longer but moves further. After he slams his arms it creates a shockwave in front of him that can put the opponent in blockstun as well.
*Creates a shockwave on the ground when Asterius slams his fists down.
*Fatal CH starter.
 
A situational tool in some matchups, as Asterius's armor is increased to 600 damage during Hammer. Generally it means opponents have to commit to a less safe button to interrupt Asterius, which is then easier for Shabrys to snipe and punish. Specific applications need to be assessed on a character-by-character basis.
 
As Asterius rears back, his hurtbox increases significantly, going slightly past jump height. The combined height and armor can create a better wall for Shabrys to advance behind. Subsequently, the slam hits anything at jump height in front of Asterius, which will usually catch some opponents off guard.
 
If the slam whiffs when Asterius slams his fists on the ground, it makes a fullscreen blockable shockwave. If in position, Shabrys can follow this with a combo.
----
;{{clr|3|214C}}
*Fastest to start, lowest damage, shortest distance travelled
*KD on hit, ground bounce on CH.
*Easiest combo ender to learn, where {{MiniMoveCard|input=5C|label={{clr|3|5C}}}} requires more precision to work
*Default version to use for combo finishers or to followup {{MiniMoveCard|input=214A|label={{clr|1|A}} Guillotine}}


When performing this move, Asterius gains more health and is able to block anything 600 or less damage instead of 400.
Baby Shabrys players's first meterless knockdown tool. Most prominently, this is the easiest way to finish confirms involving {{MiniMoveCard|input=8C|label={{clr|3|8C}}}} especially midscreen. Setups from a Hammer knockdown are relatively limited but [[P4U2R/Shadow_Labrys/Combos#Beginner_Okizeme|you have options]].
 
----
;{{clr|4|214D}}
*Slower to start, better damage, farther range travelled.
*KD on hit, ground bounce on CH.
*Default version for neutral engagements.
 
Extremely good reach, Asterius's slam reaches opponents past half-screen away. Combined with the better armor, it is a solid space creation tool for the ground in front of Shabrys. The combined range and jump height active box can really take opponents by surprise, as it is an unlikely space for Shabrys to cover.
 
In theory you can prime this version for the same use cases as the {{clr|3|C}} version, but it's simply less suitable for it. For mixups, priming it early might give the play away. For combo enders, the added recovery plays worse for okizeme or subsequent pressure.
----
;{{clr|3|214C}}+{{clr|4|D}}
*Identical startup and recovery to the {{clr|4|D}} version.
*Bull slams the ground twice.
*Ground bounces on hit, instead of just knockdown.
*Used mostly because it is an SB Persona move and can help win neutral on its own for the next few seconds.
 
Reaches as far as {{clr|4|D}} version but moves forward and slams one more time. The ground bounce makes it much easier to followup at range than the meterless variants.
 
Pretty exclusively used at neutral to stack the odds in your favour. For only 25%, Asterius being impervious to anything but supers and persisting on block is an entirely overwhelming advantage that even Shabrys's worst matchups have to respect. If you can sneak the input out, it can grind any momentum they had at neutral to a halt and buy back a turn.  
}}
}}


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{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=236C,236D,236CD
|input=236C,236D,236CD,236C Titanomachia|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*Default okizeme and pressure tool.
<!--Insert text below the =s and above the }}-->
*Fullscreen reach makes it a fine way to create space at neutral.
Asterius rears back and unleashes a diagonally-oriented laser that covers the middle-to-bottom portions of the screen. After a brief delay, the point where the laser contacts the ground erupts in an explosion. The C version is faster than D version, the D version has more active frames and recovers faster while the SB version pushes the opponent more into the explosion.
*Slow startup usually means Shabrys has to enforce or defend to get it off at neutral.
 
Asterius shoots a beam that covers the entire bottom of the screen, ending with a flame explosion at the tip, at full screen distance.
 
Used very extensively on offense and can be used plenty at neutral with the right calls.
----
;{{clr|3|236C}}
*Fastest startup, longest recovery.
*Fewest hits on the laser.
*The more neutral-friendly version.  


The {{clr|3|C}} version is mostly used in neutral due to its faster startup or in pressure to go for a mixup opportunity, while the {{clr|4|D}} version is typically used for oki after Airturn or SB Guillotine. The eruption at the end of the laser lingers a bit, so it's possible for the opponent to walk forward into it if they aren't careful. A common (and effective) setup out of this is {{clr|4|236D}} > IAD > {{clr|1|j.A}}/land {{clr|1|2A}}, both which combo into high damage opportunities and can lead back into okizeme if they finish in the corner.  
Has some use at neutral for its speed. Still, this laser is still pretty slow. It is somewhat debatable if the added speed is a very big advantage over its counterpart. Moreover, Asterius takes a long time to recover which hinders pressure and confirms from this move.
----
;{{clr|4|236D}}
*Slow startup, fast recovery.
*Most hits on the laser.
*The pressure/okizeme version.
*Leads to very easy corner high/low okizeme.
 
Generally the more useful version. This laser has more hits on the initial beam and locks them down longer. The coverage is long enough that Shabrys can jump and go for a classic airdash high/land low mixup. Asterius then recovers quick enough to prime another move to extend the confirm or pressure from there.
 
In the corner, a {{MiniMoveCard|input=5C|label={{clr|3|5C}}}} knockdown into an immediate {{clr|4|236D}} leads to a [[P4U2R/Shadow_Labrys/Combos#cornerlaser|very easy safejump]].
 
----
;{{clr|3|236C}}+{{clr|4|D}}
*Frame-data is identical to {{clr|4|D}} laser.
*Much like {{MiniMoveCard|input=214C|label=SB Hammer}}, is used mostly at neutral for its properties as an SB Bull move that can't be interrupted easily.
*Because of its range, opponents have to respect this even from fullscreen.
 
Completely identical to the {{clr|4|D}} Laser other than the SB properties.
 
Like SB Hammer, a Persona move that persists through block is an absurd advantage. For only 25% meter, opponents have to use a lot of resources to contest Asterius (this means super OMC -- 100% meter use vs. your 25%), have a read and hit Shabrys outright, or give Shabrys the initiative for the next few seconds.  
}}
}}


===<big>Massive Slaughter</big>===
===<big>Massive Slaughter</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|[4]6C}}/{{clr|4|D}} }}
{{PersonaRequired}} {{InputBadge|{{clr|3|[4]6C}}/{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=[4]6C,[4]6D,[4]6CD
|input=[4]6C,[4]6D,[4]6CD,[4]6C Titanomachia|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*The infamous Bite command grab.
The dreaded Bite. Asterius pulls into the ground, and after a delay, lunges forward into a command grab. After the move finishes he shoots them out into the air. C version starts up fast and inflicts Poison, D version is slower but travels further further and inflicts Mute. SB version has faster startup than the C version and inflicts Fear. Has a hefty amount of proration so follow up combos have to be short, but it is possible to get a knockdown midscreen from it.
*Bite okizeme is much more strict to setup and enforce, unlike say, {{MiniMoveCard|input=236C|label=236D okizeme}}.  
*Robust routing in 2.5 lets Shabrys feint either slow or fast grab with very little difference to tell them apart.
*Bites have no audio-visual cue on startup, which players can use to surprise opponents at neutral.  


Mostly seen in set ups or pressure setups as part of psuedo-unblockable [[P4U2R/Shadow_Labrys/Combos#Combo_Extensions.2FSetplay|Biteloops]]. An example for a Biteloop setup would be > j.214AB ender (hold 4 while falling) > {{clr|3|[4]6}} > j.A safejump. The way that it works is that if you time the command grab to come as you do j.A, the opponent cannot jump or else they will be hit by j.A due to the air unblockable frames of jump startup, nor can they stand still and take the grab. Both options can combo and deal heavy amounts of damage, making this a deadly checkmate setup if you become skilled at it.  
The most unique offense available to Shabrys, as no other character in the game can layer a grounded command grab on top of a regular strike that is unblockable due to jump startup. Yes, that means if your opponent is in the crosshairs facing this down, they are taking damage either way or pressing something invulnerable to challenge it.  


This setup can be beaten by a few methods such as delaying tech on wakeup for those familiar with the matchup after they see SB Guillotine. If you notice this, try changing which version and the timing of the command grab to throw them off, or read their options. The {{clr|4|D}} version will catch delay techs. Alternatively, you can also use this move in pressure to catch people blocking too much. Doing {{clr|3|5C}} > {{clr|3|[4]6C}} will cause Asterius to perform {{clr|3|5C}} and immediately go into Bite on block.  
More details will follow in other pages, but generally Bite okizeme is more knowledge and execution-intensive, demanding greater precision from the player to pilot. That said, 2.5 Shabrys is her most robust version for setting up Bites, having identical combo / setup options that can punish both early or late tech, both midscreen or in the corner.


Unlike other Asterius moves, Bites have no sound or screenshake to signal its startup which make it a solid surprise play at neutral or pressure, if the Bull is positioned for it.
----
;{{clr|3|[4]6C}}
*Medium startup.
*Short travel distance.
*Slight blind spot next to Asterius.
*Inflicts Poison on hit.
Usually the first Bite to learn to use, since this can be used easily to punish immediate techs. This is also generally the easiest to use on block, having a relatively quick time to fire and no input overlap like SB Bite.
Poison makes this the most damaging version to use, inflicting roughly ~500 extra damage that is unaffected by Awakening.
----
;{{clr|4|[4]6D}}
*Longest startup.
*Farthest travel distance.
*Significant blind spot next to Asterius.
*Inflicts Silence/Mute on hit.
The easiest Bite to time for late techs. However, the significant blind spot requires specific combo routing to make it work in the corner.
Notably, the far distance it travels make it the best Bite to use for surprise off-screen shenanigans or for neutral engagements.
----
;{{clr|3|[4]6C}}+{{clr|4|D}}
*Fastest startup, of both all Bites and all of Asterius's non-super moves.
*Inflicts Fear on hit.
*Travel distance / blind spot seem similar to {{clr|3|C}} version.
Startup is so fast that it's not typically usable for regular okizeme. It is easier to use in block pressure where you can hide the throw input behind a button.
Also, it is fast enough to combine with defensive system options like DP or Roll to keep Shabrys safe or force the opponent to change their punish to account for this move. As mentioned in the DP section, this combines together naturally to make an [https://www.youtube.com/watch?v=vCwP_83CAb0 elevated DP~Throw Tech option select].
Fear also gives Shabrys access to a classic Fear strike/throw the way Adachi or Liz can. Note that Shabrys can combo off a Fatal throw solo anywhere on screen.
}}
}}


===<big>Public Execution</big>===
===<big>Public Execution</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|[2]8C}}/{{clr|4|D}} }}
{{PersonaRequired}} {{InputBadge|{{clr|3|[2]8C}}/{{clr|4|D}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=[2]8C,[2]8D,[2]8CD
|input=[2]8C,[2]8D,[2]8CD,[2]8C Titanomachia|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*At neutral, a preemptive, somewhat specific anti-air command grab.
Anti-air grab and new move debuting in ''Ultimax''. Asterius lunges upward, head extended to catch airborne opponents. On hit, Asterius proceeds to knock the opponent back and forth several times in mid-air, juggling them before finishing by flinging them away. The final hit causes an immediately air-techable wallbounce. Depending on the version used as well as the opponent's positioning, Shadow Labrys and the opponent may switch sides. Public Execution cannot hit grounded opponents (though they can be comboed into the grab in a variety of ways); however, as a command grab, it is unblockable, so airborne opponents must evade the grab once it's active.  
*In combos, an important tool to link multiple {{MiniMoveCard|input=214214A|label=Brutal Impact}} supers.
*Unlike {{MiniMoveCard|input=2C|label={{clr|3|2C}}}}, if Shabrys is hit or blocking while Asterius is underground, he will be interrupted.


As a reactive anti-air grab, Public Execution has weaknesses, from its start-up and limited hitbox to its proration, but it truly shines in combos. Despite Public Execution's high proration values, the move has a significant amount of guaranteed untechable time, allowing for extensions into Brutal Impact B or SB. Since the grab cannot be Bursted, its primary use is in max damage and/or kill combo routes to link supers together while locking out an opponent's Burst. Additionally, Public Execution is comboable, whether as a combo starter or mid-combo move, and does high damage on raw hit, making it quite good for tech traps and air combo resets; however, there is no way to force an opponent into any version of Public Execution after airblocking one of Asterius's attacks, so using Public Execution to catch various techs or as a reset is highly situational.  
At neutral, the bite covers a small part of the screen, with relatively long startup and none of the magic that {{clr|3|2C}} has. All in all, it makes a very specific, preemptive call-out tool. However, once active, it is completely air unblockable. If opponents are in that space, they have to preemptively evade it or get caught.  


The image shows the first hit of Public Execution, which is the grab's initiation and always does zero damage. Asterius's forward distance when beginning the grab differs depending on the version used. All versions have identical proration values; however, the greater the number of hits, the longer the opponent is juggled, giving Shadow Labrys more time to charge and release Brutal Impact B or SB.  
Additionally, the long catch time and the wallbounce at the end of the grab means Shabrys can get massive corner push by manipulating the screen as this move resolves. Altogther, getting the corner for a successful gamble at neutral is a good deal.  


Bracketed values are for the Titanomachia version.  
While it is possible to combo into it, the charge time, awkward input, and the terrible proration restrict options heavily. The most prominent use case is after Brutal Impact, using this to combo into a second Brutal Impact.  
----
----
C Version: Asterius appears closest to Shadow Labrys. Start-up is faster than the D version's, slower than the SB's. Hits three times. This version has less utility than the D and SB versions, but can be used when close to the corner to link into Brutal Impact B or SB. On raw hit, it's more difficult to follow-up than other versions, but it can be used as a tech trap or to punish an opponent for jumping out, though beware losing okizeme and positioning, as the wallbounce from the final hit will allow the opponent to tech ''out'' of the corner if the grab is not followed up. If cancelled into from one of Asterius's normals, Asterius will begin the grab from his current location, extending the range.  
;{{clr|3|[2]8C}}
*Medium startup.
*shortest distance travelled from the Bull's initial position.
*fewest hits, opponent keeps same side.
 
Probably the least utility version currently. The limited range it covers and that it is easily interruptible make it very weak at neutral. Meanwhile, the short catch time on hit means it doesn't buy enough time to charge a Brutal Impact.
 
At the moment, its best use is the very specific, finicky and probably impractical [https://twitter.com/BananaKen/status/1508460112612151301 air unblockable setup] off a blocked {{MiniMoveCard|input=8C|label={{clr|3|8C}}}}.  
----
----
D Version: Asterius travels forward before beginning the grab, giving it improved range but the slowest start-up of all versions. Hits four times. Combos from 5AAAA and can be followed up without Brutal Impact, though such combos are typically impractical and do less damage than standard routes. With Awakening, Public Execution D is an excellent combo tool, as it creates combo extensions from both Titanomachia and Brutal Impact into a second Brutal Impact for explosive, unburstable damage. The final hit always causes Shadow Labrys and the opponent to switch sides.
;{{clr|4|[2]8D}}
*Slowest startup.
*Bull travels farther forward before reappearing.
*Hits 4 times, opponent switches sides.
 
The larger range makes it much easier to use at neutral, as it grabs people out of jumps where Shabrys doesn't threaten otherwise.  
 
With Awakening, this is an excellent corner combo tool, as it creates [[P4U2R/Shadow_Labrys/Combos#Double_Brutal_Impact|combo extensions]] from both {{MiniMoveCard|input=214214C|label=Titanomachia}} and {{MiniMoveCard|input=214214A|label=Brutal Impact}} into a second Brutal Impact for explosive, unburstable damage.  
----
----
SB Version: Shares the range of the D version with the fastest start-up at the cost of 25 SP. Hits five times. Like the D version, it combos from Shadow Labrys's autocombo, and, again, allows for combo extensions after Titanomachia into both the B and SB versions of Brutal Impact. The SB version is a very strong combo tool due to the grab's untechable time.
;{{clr|3|[2]8C}}+{{clr|4|D}}
----
*The reason Shabrys has a hard time using the fuzzy jump~throw tech defensive option select.
Titanomachia Version: Fastest start-up of all versions. As with the C version, hits three times, but the damage of the third hit is increased. Begins from Asterius's current position. Used in very specific Titanomachia sequences or as a "surprise" attack to catch opponents during Titanomachia, though such use should be sparing.  
*Fastest startup.
*Same distance travelled as {{clr|4|D}} version.
*Hits 5 times, opponent keeps same side.
 
The fast startup and enhanced range makes it a bit easier to use for neutral callouts. That said, it is more often seen because Shabrys tried to fuzzy jump.  
 
Theoretically has combo applications but currently other routes are superior for damage or meter efficiency.  
}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==
===<big>Challenge Authority</big>===
===<big>Challenge Authority</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (air OK)}}
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 236236C, 236236D, 236236CD
|input=236236C,236236D,236236CD|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*Both Shabrys and Asterius are invulnerable through startup.
Asterius swings his fist and delivers a giant punch to the screen. Has deceptively large range and does a good amount of damage with a significant amount of invuln. Unlike in the original ''Arena'', both Shadow Labrys and Asterius are invuln to supers. The attack starts from ''Asterius's'' position, not Shadow Labrys, making it useful for punishing and/or sniping an opponent. Cannot be One More! Cancelled or One More! Bursted, so if blocked, expect to be punished heavily. When done in the air, Shadow Labrys jumps forward slightly and can cross-up opponents.  
*Can't be used immediately on wakeup, as Bull is not available frame 1.
*Starts at Asterius's position and not Shabrys's.
*Deceptively large hitbox.
*Used mostly for combos or neutral punishes.
*NOT OMC-able or OMB-able.
 
Colloquially called "punch super", this is the only reliable move where both Shabrys and Asterius have proper invulnerability (with the only close alternative being {{MiniMoveCard|input=222AB|label=Instant Kill}} and only Shabrys is invulnerable for that). However, due to some quirk of the system, Asterius does not return immediately on wakeup, which locks this out as an immediate reversal.
 
More often, the super is used to add some damage at the end of combos or snipe reckless behaviour at neutral. The hitbox of this move is perhaps double the size of the animation itself. Additionally, this super starts immediately at Asterius' position and not Shabrys's, which gives you an edge if your Bull is displaced away from you. Put together with invulnerability, this means unwary opponents hanging out around Asterius are liable to eat a huge chunk of damage in one action.  
 
However, this super has no possible cancels and opponents have an assured punish if they bait this super.  
----
----
C: Fastest start-up but highly negative on block. Best used at the end of combos to add damage when the super will kill or as a punish.  
;{{clr|3|236236C}}
*Fastest start-up but highly negative on block.  
*Mostly the neutral snipe version.
 
The quick startup means this is mostly used for the quick startup to snipe opponents at neutral. In 2.5, it is generally more desirable to finish combos with the {{clr|4|D}} version.  
----
----
D: Very slow start-up, slightly higher damage than the C version, and slightly less recovery. Much safer on block than the C version. Somewhat less useful at the end of combos than in ''Arena'' due to the addition of SB supers, but the D version's start-up and increased invuln allow it to counter certain supers, as well as make certain routes Burst-safe.
;{{clr|4|236236D}}
*Slower start-up with better recovery.
*Slightly more damage.
*Links to 5A on a close CH.
 
Generally with 2.5 Shabrys's combo structure, this slower version still works from her common combo enders namely {{MiniMoveCard|input=j.214A|label=Guillotine Aerial}} or {{MiniMoveCard|input=5C|label={{clr|3|5C}}}}. After the super hits, Shabrys recovers fast enough to safejump an immediate tech, where the {{clr|3|C}} version is stuck in recovery for much longer. All in all, this version is categorically better as a combo ender.
 
The longer startup and invulnerability also makes it a solid choice in DP-Super chicken games. Notably, opponents autopiloting a Roll to avoid the C version at the superflash will get caught by this. On a close CH, Shabrys can link {{clr|1|5A}} for a short combo.
----
----
SB: Has the C version's start-up and D's recovery, does the most damage, and floats the opponent on hit allowing for combo extensions and much better set-ups after the super. Links to Brutal Impact A for an unburstable kill combo or the float can be used to continue into an air combo; Challenge Authority SB is even comboable into itself for a round-ender. A very strong super with plenty of applications. Preferable to the C version when the super won't kill due to the SB version providing a stronger safejump and better set-up options with Asterius.  
;{{clr|3|236236C}}+{{clr|4|D}}
*C version startup with D version recovery.
*Does the most damage and has best frame advantage on hit.
*The quickest combo extender Asterius has.
*Only -4 on block.
 
Unlike other versions, this super actually can extend combos rather than just end it. On hit, it leads to a quick juggle for a knockdown. This is the most fire-and-forget Asterius extension you can ask for, requiring no priming to synchronise his timing with Shabrys -- as long as both are in a cancellable state and Asterius is in position, this will work.
 
If you do choose it as a combo ender, the extra time can be used to make a more intricate okizeme setup.
 
On block, this is only -4 which makes it unpunishable. However, she is still very vulnerable if it whiffs altogether.  
}}
}}
<br clear=all/>


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
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{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 214214A, 214214B, 214214AB
|input=214214A,214214B,214214AB|versioned=yes
|versioned=yes
|description=
|description=
*All versions of Brutal Impact are Fatal Recovery.  
*Like {{MiniMoveCard|input=BD|label=DP}}, this move has unthrowable autoguard instead of true invulnerability,
*No cancel options are available for any version of Brutal Impact, making its utility as a reversal limited.
*Fatal Recovery.
*Due to where the axe hits an opponent, Brutal Impact loses to moves with significant chest invuln, such as Narukami's Swift Strike C.  
*No cancel options at all, but one can try to use Asterius for safety.
*While Brutal Impact cannot be cancelled, combo routes in and out of the move exist.
*The only super available to Shabrys when Persona broken.
*Brutal Impact is the only super available to Shadow Labrys when persona-broken.
*Minumum damage, per variant: A 900; B 1,350; SB 1,800.  


Screen-crossing axe swipe. Has it's major use as a combo ender for big damage, otherwise used as an expensive reversal. Notable for its use in 100 SP Titanomachia combos, which can deal high amounts of damage very easily.
Mostly used a function to dump meter for big damage. Due to the long startup, lack of cancel options, Fatal Recovery and the autoguard, it has very limited use as a reversal. However, one may try to use Asterius (perhaps an SB Skill) to cover the recovery.
----
----
The fastest version of Brutal Impact at 30f, but has the lowest minimum damage. Hits in front of Shadow Labrys and travels roughly a third of the stage. Can be used as high-risk, high-reward reversal, though the risk is significant, as an opponent can easily OMC after hitting the autoguard, leaving Shadow Labrys extremely vulnerable. It's possible (and safer) to combo into Brutal Impact A even while persona broken to end a round. Used in certain kill combos and can be added during Titanomachia after certain confirms for extra damage.  
;{{clr|1|214214A}}
*Fastest startup.
*Short travel distance, roughly 1/2 screen.
*Minimum damage: 750.
 
Fires the quickest for a quick meter dump but other options will give much better bang for your buck. On its own, the damage or setup isn't much better than punch super, but one does have the option of comboing after this, with {{MiniMoveCard|input=[2]8C|label=Public Execution}}.
----
----
Brutal Impact B is much slower than Brutal Impact A but much more damaging. The attack can be delayed by holding the B button, extending the time before the attack becomes active and its autoguard. Unlike Brutal Impact A, this version travels the entire screen. Used in almost every Titanomachia sequence due to its hefty minimum damage and appears in Public Execution juggles, but it has no use outside of combos.  
;{{clr|2|214214B}}
*Slower startup.
*Travels fullscreen.
*Minimum damage: 1050.
 
The version of choice for 150 meter corner {{MiniMoveCard|input=214214C|label=Titanomachia}} conversions, which so far is the highest damage Shabrys can get in one confirm.
 
----
----
SB Brutal Impact is the slowest of the Brutal Impact series, but sports the highest minimum damage and a different post-flash start-up time. Like the B variant, the SB version travels full-screen and can be delayed by holding A+B. Used in some Titanomachia combos and Public Execution juggles.<br/>
;{{clr|1|214214A}}+{{clr|2|B}}
*Slowest pre-flash windup and post-flash startup
*Travels fullscreen.
*Minimum damage: 1500.
 
Routes with SB Brutal are mostly used if you're not sure you will be in position for a double {{clr|2|B}} Brutal ender or if you have 125 meter but not the full 150. These routes still do great damage.
 
However, it is a completely separate timing with its own quirks to learn as it fires very differently from the {{clr|2|B}} version.
}}
}}


===<big>Titanomachia</big>===
===<big>Titanomachia</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}} air OK}}
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}} (Air OK)}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 214214C, 214214D, 214214CD
|input=214214C,214214CD,214214C End|versioned=yes
|versioned=yes
|description=
|description=
==== ====
*At superflash, Shabrys programs up to three separate Persona attacks which Asterius will perform in sequence. After the sequence ends, Asterius will cover the whole screen in a barrage of flames colloquially called "Hellflames".
Shabrys's Awakening super, and one of the strongest single moves in the entire game. Useful for just about anything from neutral to mixups, and a great comeback tool. Devastating in combos.
*An input counter above Shabrys's meter helpfully indicates how many moves were programmed. This counter begins at ''one'', signifying the finisher.
 
*Any of Asterius's normals or specials may be used for Titanomachia, but they can only be used once. For example, the system will acknowledge {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|214C}} as a valid string, but not {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|5C}} or {{clr|3|214C}}, {{clr|3|2C}}, {{clr|4|214D}}.  
Upon activation, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks during the superfreeze. Following these three attacks, Asterius will cover the whole screen in a barrage of flames colloquially called "Hellflames". Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|214C}} as a valid string, but not {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|5C}} or {{clr|3|214C}}, {{clr|3|2C}}, {{clr|4|214D}}). Each of Asterius's moves has a Titanomachia-specific variant. During Titanomachia, '''Asterius has autoguard against all attacks except supers''' and will not cease attacking even if Shadow Labrys enters blockstun.  
*Each of Asterius's moves has a specific Titanomachia-specific variant. Using {{clr|3|C}} or {{clr|4|D}} to program a move doesn't matter, it will still perform the special Titanomachia variant.
*During Titanomachia, '''Asterius has autoguard against all attacks except supers''' and will not cease attacking even if Shabrys blocks.
*Has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
*The screen darkens (similar to Shadow Frenzy) while it is active.
*If activated in the air right before landing, a commensurate amount of recovery is added on landing i.e. one may not use landing to cut the recovery short.


An absolutely devastating super due to its damage potential (particularly when combined with Brutal Impact), allowing Shadow Labrys to kill opponents without allowing them to reach Awakening, and any successful activation places the opponent in a high-pressure situation in which an incorrect guess often means death. '''Bursting Titanomachia is often certain death''', since it is likely that once you Burst, you'll either get caught by Asterius or Shabrys and have your combo proration reset. Hellflames in particular does massive damage raw, so you might just need to take the hit if Asterius or Shabrys clips you.
Shabrys's defining Awakening super and one of the strongest single moves in the entire game. In combos, it combines with additional meter (particularly with Brutal Impact) for truly explosive damage. At neutral, the automatic coverage and raw threat it generates is so great that Shabrys generally gets free pressure and free turns simply for activating this super. Within pressure or okizeme, it can be activated for easy mixups and automatic confirms from them. Once activated, pressuring Shabrys does little since Asterius is never far behind. It really does everything.  
 
It is possible for an opponent to end Titanomachia early in various ways, many of which are discussed in the [[P4U2R/Shadow_Labrys/Strategy|Strategy]] section.  
----
----
Titanomachia C: Once the super is activated, Asterius begins the attack sequence from his current position, independent of Shadow Labrys herself.  
;{{clr|3|214214C}}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 0
|recovery = 23
}}
Asterius starts Titanomachia at his current position.
----
----
Titanomachia D: Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze.
;{{clr|4|214214D}}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 0
|recovery = 23
}}
Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence and enabling trickier plays. The superflash does not give away which version Shabrys chose to use.
----
----
Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but Shadow Labrys's recovery is greatly reduced, making it more difficult for opponents to punish the activation while creating new mix-up and combo opportunities. Additionally, SB Titanomachia is invuln until the superflash, whereas the C and D versions have no invuln frames, so an opponent cannot counter-hit Shadow Labrys before the flash.  
;{{clr|3|214214C}}+{{clr|4|D}}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 0
|recovery = 15
}}
Asterius begins attacking from his current position, but Shabrys's recovery is greatly reduced. This makes it much more difficult for opponents to punish the activation while creating [https://www.youtube.com/watch?v=e4Wb7h1Sg9Q new pressure or combo opportunities].
 
Notably, all of the following sequences give a confirm on hit and is safe / plus on block:
*(CH) {{MiniMoveCard|input=BD|label=DP}} > SB Titano
*low {{MiniMoveCard|input=j.214A|label={{clr|1|j.214A}}(2)}} > SB Titano
*{{MiniMoveCard|input=214A|label={{clr|1|214A}}}} > SB Titano
 
Additionally, SB Titanomachia is invulnerable till superflash, a short 4F window.  
----
----
After executing all commands input during Titanomachia's activation, Asterius ends the super with a full-screen fire attack. These "Hellflames" have a second superfreeze that focuses on Asterius; the attack is released 19 frames after the freeze. On hit, the finisher launches the opponent to the top of the screen and forces an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher.
Some final notes:


It's also possible to force a last-moment cross-up by passing through or jumping over an opponent -- the attack must be blocked relative to ''Shadow Labrys's'' position, not Asterius's, so an opponent will be hit if they do not block the cross-up correctly. All versions of Titanomachia share the same finisher. Unless the combo is heavily prorated, the untechable time on Hellflames allows for combos to continue.
*It is possible for an opponent to end Titanomachia early in various ways, many of which are discussed in the [[P4U2R/Shadow_Labrys/Strategy|Strategy]] section.
----
*'''Bursting Titanomachia is often perilous''', since Shabrys barely needs to commit to be threatening. The ender in particular does massive damage raw so if you do not know the finer points of bursting Shabrys combos, it is often wiser to tank the prorated hit if you get clipped.  
*Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
*The screen darkens (similar to Shadow Frenzy) while Titanomachia is active.
*At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at ''one'', signifying the finisher.
*If activated in the air, landing recovery is added; air activation no longer cancels ground recovery time. 
*If Titanomachia is interrupted, Shadow Labrys loses a Persona card.  
}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==
===<big>Labyrinthos Gate</big>===
===<big>Labyrinthos Gate</big>===
{{PersonaRequired}} {{InputBadge|{{clr|1|222A}}+{{clr|2|B}}}}
{{PersonaRequired}} {{InputBadge|{{clr|1|222A}}+{{clr|2|B}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}
{{P4U2R Move Card
{{P4U2R Move Card
|input= 222AB, 222AB Attack
|input=222AB,222AB Attack|versioned=yes
|versioned=yes
|description=
|description=
==== ====
An Instant Kill that activates in two parts.
Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags the opponent down to hell before leaving Asterius to finish them off.<br/>
 
<br/>
;{{clr|1|222A}}+{{clr|2|B}}
The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers (such as Adachi's D vorpal blade, or Marie's shutupihateyoustupidjerk) but no longer match-practical. While the start up is invul on the activation, there is no invul on the grab portion.
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 0
|recovery = 6
}}
Completely invulnerable activation. A red bar appears above the SP gauge.  
 
;{{clr|1|222A}}+{{clr|2|B}} (Grab)
{{#invoke:FrameChart|drawFrameData
|startup  = 37
|active  = 2
|recovery = 29
}}
Until the bar completely depletes, Shabrys can attempt a command grab which instantly finishes the round on a successful connection. Unlike the activation, this has limited invulnerability closer to the active frames. Combined with the long startup this makes its utility relatively limited.  
 
The most consistent application is [https://www.youtube.com/watch?v=oRFICV1S3tI punishing an opponent's DP > Super cancel]. Most DPs will break Asterius and desperate opponents frequently hope to DP > Super cancel for an expensive momentum reset. If Shabrys safejumps the DP, the activation can let Shabrys stay invulnerable through a super's active frames and then grab it in the recovery, without giving an opportunity for an OMC or OMB.
 
Otherwise, there aren't many moves or sequences in the game where opponents are -50 and right next to you. There are even fewer situations where Asterius won't be there to artificially extend the active frames of an opponent's move and carry it through a 19F window of invulnerability.
}}
 
==Colors==
{{P4U2RColors
|Size=180
|Character=Shadow Labrys
|reference10={{Character Label|BBCF|Mu-12|size=42px}}
|reference11={{Character Label|GGACR|Sol Badguy|size=42px}}
|reference15={{CLabel|P4U2R|Marie|size=42px}}
|reference23=''Velvet Room Attendant''
 
|reference25=''Christmas''
 
|reference27=''Dengeki''
|reference28={{CLabel|P4U2R|Yukiko Amagi|size=42px}}
}}
}}


==External References==
*Japanese Name: シャドウ ラビリス
*[http://www.dustloop.com/ Japanese Wiki]
*[http://www.dustloop.com/ Japanese BBS]
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]
*[http://www.dustloop.com/ Character Video Thread]
<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Shadow Labrys|36px|P4AU_SLabrys_portrait.png}}</center>
<center>{{Character Label|P4U2R|Shadow Labrys|size=36px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{P4U2R/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:P4U2R/Navigation}}
{{#lst:P4U2R/Navigation}}

Latest revision as of 05:40, 13 December 2023

Overview

Overview

Shadow Labrys, commonly referred to as "Shabrys", is a puppet character who stands out among the cast. Her Persona, the mythical bull Asterius (colloquially referred to as just Bull) is a slow but massive puppet that augments Shabrys at every stage of the game.

In neutral, coordinating Shabrys with Asterius can force many difficult situations onto the opponent. The Bull can help cover multiple angles at neutral, setup and confirm mixups, extend and finish combos, create offense and safety from her defensive options, all on top of filling the screen. Asterius can cover massive portions of the screen all by himself, and his moves generally have high damage and range. On the field at all times and completely independent, the Bull demands great awareness from the opponent just by existing.

On offense, Shabrys and Asterius have a full plate of offensive options to choose from such as large pokes that can secure blockstrings, a strike/throw game with safe yet powerful strikes and rewarding throws, and some hellish mixups. Left/rights, high/lows, and nearly inescapable command grab setups with Asterius's signature "Bite"P4Arena ShLabrys MassiveSlaughter.pngGuardThrowStartup63Recovery56Advantage- are all options that Shabrys can consistently access. In Awakening, Shabrys gains access to the TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- super, which automates Asterius and buffs him for the duration. This move has exceptional utility, allowing Shabrys to perform highly confusing mixups or confirm into huge damage.

However, Asterius comes with a unique set of challenges that make Persona management more complicated for her than the rest of the cast. Since Asterius is independent, Shabrys players must learn how to properly control and keep track of him in neutral. Shabrys must command Asterius to manually block with the D button, which can be difficult to keep track of in the heat of the moment. As well, many of Asterius's inputs can overlap with system mechanics (most notably Hop), which requires the Shabrys player to perform some unconventional button combinations to keep him sitting still. Overall, she requires gameplans to be made much larger in scope and further in advance to make the most of the character, which can be punishing if not mastered.

Choose Shadow Labrys if a high skill-floor and high skill-ceiling character appeals to you. Players from team games like UMVC3 or DBFZ will feel at home with classic assist-play neutral centered around circus tools such as homing assistsP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage- or setting up mixups behind the cover of hard-to-contest beamsP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage-.
P4U2R Shadow Labrys Nameplate.png
P4U Shadow Labrys Portrait.png
Health
8,000
Backdash
23F (1~6F Inv All)
Persona Cards
6
Combo Rate
55%
Fastest Attack
5A/2A (7F)
Reversal Type
Attack (15F)
Fatal Starters
5C
2C
214C/D
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
214214A/B

 Shadow Labrys works together with her Persona Asterius to create strong neutral sequences, suffocating pressure and an amazing knockdown game.

Pros
Cons
  • Bull Neutral: Large axe normals paired with Asterius's massive range cover absurd amounts of space in neutral. Additionally, many opponents struggle to keep track of Asterius and the screen pollution he creates.
  • Devastating Mixups: When cooperating with Asterius, Shabrys has full access to numerous high/low, left/right mixups and unblockable setups with her Biteloops in her pressure game.
  • Massive Damage: Shadow Labrys can consistently deal around 3500+ damage from most starters as long as Asterius is ready. Great corner carry and meter gain make her hits especially rewarding and her high damageP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 combo ending supersP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 pack a serious punch.
  • Titanomachia: The best Awakening super in the game, hands down. When the only counterplay for a move is to corner yourself so at least you can't get crossed up, you know that it's seriously messed up. If Shabrys can get to Awakening, she can activate this super in neutral and immediately turn the tides of the match or use it for damage to secure her win.
  • Meter Efficient: Similar to  Ken, coordinated offense with Asterius generates a ton of meter and generally does not require any to maintain or get damage. Thus, getting a turn with Shabrys usually snowballs easily and stocks her up with plenty to spend to steal it back even if the opponent escapes.
  • Persona is God: Shadow Labrys is much less threatening without her Bull, with much more limited combos and few ways to setup any offense. While she can mitigate some of these weaknesses with meter, it is more ideal to keep your Bull alive.
  • Cancelling off Asterius: With Asterius being out at all times, the opponent is able to hit it and freely cancel into jump or other normals and specials. This presents some unique strengths and weaknesses on defense and neutral, making another challenge for players to account for.
  • Fragile: Lowest health in the game, two hits can be all it takes to lose.


Asterius

Shadow Labrys has her persona Asterius out on the field at all times. His movement is done automatically and has the following quirks:

  • If Shabrys moves in any direction, Asterius will attempt to swim alongside her, eventually resetting his position directly behind his user.
  • If Shabrys moves far enough away from him in a short period of time (such as by airdashing or running), Asterius will dive into the ground and reset his position behind her.
  • Asterius can block with the D button, which will keep him locked to a specific position until he stops blocking.

Unlike most other Personas, Asterius is fully independent from Shadow Labrys. Specifically, Shabrys players must separately time Asterius moves in conjunction with Shabrys moves to finish combos, coordinate pressure or cover angles in neutral. One common midscreen combo ender requires the player to input j.AP4Arena ShLabrys j.A.pngGuardHighStartup9Recovery12Advantage- followed by 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun then cancelling into Aerial GuillotineP4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6. When the Aerial finishes, the primed 5C follows immediately and knocks the opponent down properly.

At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands except during certain portions of 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-, SB skills and Titanomachia.

One may cancel all of Asterius's normal Persona attacks into Persona specials and supers on hit or block. For example, 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun can be cancelled into Flame of HadesP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage- for pressure/okizeme or Challenge AuthorityP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 for extra damage.

Lastly, Asterius's attacks must be blocked relative to Shadow Labrys's position. If Asterius is performing 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun to your left while Shabrys is to your right, you must hold down-left in order to block his incoming attack.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Attacks

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 7 3 19 -9 Body
5AA 400 All 12 3 15 -3 Body
5AAA 1000 All 17 4 23 -8 Body
5A
Total: 28
  • Jump cancelable on hit and block.
  • Does not gatling into itself or 2A.

Very important normal for pressure, as it is her fastest jump cancellable normal on block and leads to staple blockstrings that are gapless on normal block. Reaches the farthest of her ground A normals, making it the default fast button for close engagements. Does not gatling into itself and does not continue into 5AA when holding 4, which makes mashing out of pressure somewhat difficult. Pretty long whiff recovery for a jab.


5AA
Total: 29

Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.


5AAA
Total: 43

Mostly a combo tool. At midscreen, it is your most consistent ground launch for combos, making it a BnB staple. On block, use 5B instead as this can whiff at max range. If they do block it, you have access to a simple high/low followup between Guillotine and the new sweep cancel.

Completing the auto-combo adds Guillotine Axe AP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 > Challenge Authority CP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25. Shabrys can easily use Asterius to keep the combo going after the autocombo GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7, getting the extra burst and meter while still netting decent damage and good momentum.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 2 14 -3 Foot

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 13 2 21 -8 Body
Total: 35

5B is a little slow for a poke and it isn't fast enough to contend with something top-notch like  Mitsuru's 5A. Still, threatening with 5B is an integral part of Shabrys's neutral, as the space it covers and the potential damage with Asterius discourages opponents from simply holding forward on the ground. Unlike many other 5Bs, it is not Chest attribute, so it cannot be universally low-profiled.

5B is also a common CH punish starter, getting an easy 3000 damage and a setup with proper Bull usage.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 Air Unblockable 20 4 25 -12 Body 7~23 Head
Total: 48
  • Jump cancellable on hit and block.
  • Slower but potentially more painful CH punish starter.

Very slow to start and recover but covers a huge amount of space above her, including behind Shabrys. Used in combos to launch opponents or in neutral as a risky but extremely potent anti-air attack.

At neutral, the slow startup is usually compensated by the Bull blocking an opponent's aerial attack, which gets them stuck in hitstop and holds them in place for a juicy CH. CH 2B is her second best starter, only rivaled by a Fatal Counter 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 9 4 12 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 High 15 4 14 Head
Total: 32
  • Iconic giant air button for space coverage.
  • Goes active behind Shabrys first and takes time for the move to go active in front of her

j.B is a huge attack with a hitbox that hits all around Shabrys, which combine with air options to create ambiguous left/rights constantly. Since it can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach.

Be aware of the slow startup especially when covering space in front of Shabrys, a player's over-reliance on j.B is easily countered with preemptive or fast anti-airs.

j.BB and j.2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.BB 800 All 13 6 22 Body
j.2B 800 High 13 4 25 Head
  • This attack can be performed on its own as a command normal with any downward input (j.1/2/3B), or as a follow-up to j.B
    • The two moves share the same animation, but have very different use cases and the game considers them separate for SMP purposes.
  • Jump cancellable on connect.
j.BB
Total: 40

Exclusively restricted to corner combos, as the landing recovery and momentum stop make it impossible to use for most other situations. However, this button alone makes corner combos very painful and the wallbounces buy plenty of time to setup Bull for an extension or a knockdown.

j.2B
Total: 41

j.2B performs j.BB as a standalone move, giving Shabrys the big hitbox and wallbounce without the landing recovery or the momentum change. Has a ton of use in various combos, most prominently for midscreen corner carry. At neutral, it is a strong air-to-air and air-to-ground tool due to j.2B's enormous hitbox and relatively small hurtbox.

Persona Normal Attacks

All of Asterius' normals are cancellable on hit and block to his specials and supers. The startup and recovery of all of his moves are significantly long. Thus, whiffing an Asterius move creates a big window where Shabrys is uncoupled, solo and has to wait for Bull to be ready. Much of the key to succeeding with Shabrys is learning how to time Shabrys and Bull inputs around each other and maximising the collective uptime between the two parts of the character.

Since Persona moves take so many frames, there won't be frame data charts made for them. Suffice to say, they take a lot of time to start and a lot of time to recover.

Knuckle Train

Persona Required 5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1600/1800/2000 [1600] All 65/77/89 [45] 6 87 [30] 13 hitstop + 28 blockstun Body
  • Wallbounces on hit.
  • Can be charged to delay the attack and increase its damage.
  • Staple pressure extender and combo ender.
  • Bracketed values refer to the Titanomachia variant.

A horizontal punch that is a mainstay of Shabrys offense. It follows easily in regular grounded pressure and is one of her most flexible combo enders, giving the most breadth in terms of potential okizeme.

Hammer Uppercut

Persona Required 2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2000 All 85 8 47 [35] Body 13 hitstop + 28 blockstun
  • Tracks the opponent.
  • Asterius will be interrupted if Shadow Labrys is put into blockstun on frames 1-27 of start-up and within a short window after Asterius reemerges.
  • Mid-combo, this gives Shabrys the most flexibility for followups or setups, making it her best combo extender.
  • Bracketed values refer to the Titanomachia variant.

Asterius dives into the ground, before tracking to the opponent's location and re-emerging with a brutal vertical swipe. The homing feature, significant blockstun, and difficulty to predict makes this a perilous move for the opponent to contest.

The threat of the attack forces most characters to quickly stop their offense to dodge or block it. An opponent that disrespects it eats a 2000 damage Fatal Counter, which is easily her best combo starter. Understanding and accounting for how an opponent deals with 2C is a cornerstone of Shabrys neutral play.

Many opponents lament how inconsistent it is to interrupt and reset 2C. The main thing to understand is the act of putting Shabrys in blockstun is what interrupts the move and not blockstun itself. Characters who don't have accessible multi-hit moves will generally have a much harder time to interrupt Asterius here.

In combos, 2C's hit behaviour, hitstun, and good Bull recovery altogether give the player the full breadth of Shabrys setups to choose from. For optimal combos, it is one of the consistent meterless branches into and out of TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-.

Terra's Eruption

Persona Required 8C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200×5 All 42 8×4,4 60 [27] 4 hitstop + 14 blockstun Projectile
  • Anti-air space coverage.
  • Fastest startup for a Bull normal make it an important combo extender for stray hits.
  • To input it at neutral without jumping, one can hide the input behind a low duration move like 2A or backdash.

Asterius rears back his head and unleashes a torrent of flame from his horns. A good preemptive anti-air barrier that whiffs on grounded opponents. Just like other Bull normals, it easily cancels into specials for further pressure.

8C's fast startup makes it the easiest way to extend combos. It is commonly used to relaunch after a j.214B groundbounce. The extended recovery however means it usually leads to less optimal okizeme setups, as it leaves Asterius unavailable for a normal like 5C to knockdown.

Cliff of Creta

Persona Required D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
  • Does the same move regardless of any direction of D, regardless if Shabrys is grounded or airborne.
  • Necessary to avoid random breaks or breaks from stronger moves.
  • Asterius already absorbs non-beam projectiles if they are too weak to break him; guarding however helps to make this intentional.
  • Held and toggled block has different behaviour with followup inputs.
  • Blocking keeps Asterius locked into position until he stops.

Asterius's manual block button. Since he's always on-screen, activating Asterius's guard keeps him safe and helps you avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows and blocks any move that pass the 400 damage threshold.

Generally Asterius absorbs projectiles, so a single-hit projectile that connects on Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. If a character relies on projectiles for pressure, this can create gaps in their offense for you to take advantage. Certain beam moves like Rise's D buttons or Adachi's 5D will ignore it and still continue past Asterius.

Pressing D once (or toggling) will force Asterius to block for a short window, after which Asterius will remain blocking but followup commands using C or D buttons will activate Asterius. Thus system options like Roll, Hops, Furious Action, and Throw can all trigger Asterius to attack. Holding D, on the other hand, will keep Asterius in guard no matter what else is pressed. Choose or mix a style that suits you best.

For newer players, a common introduction to this concept is this portion of Shabrys's autocombo BnB: 5AAA > hop (2A+C) > j.2B. It requires D to be held or tapped around the hop input, otherwise Asterius will attempt to 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage- during this sequence, which will leave Asterius in recovery and unable to finish the combo.

Additionally, blocking holds Asterius's location, even if he is off-screen while Shabrys is free to move. This can create opportunities to fire a Bull move from off-screen to surprise your opponent.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 27 3 31 -17 Body 10~27 Guard Strike
Total: 60
  • Universal overhead

Shabrys's AoA Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. is not considered to be particularly useful, as she already has an overall better standing overhead in Guillotine Axe (214A/B)P4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 that's faster, safer on block and more rewarding on hit. Is only ever really used for the surprise factor if the opponent is more used to reacting to that other overhead instead of this one.

The other main use of AoA would be to autoguard against your opponent's defensive mash. However, thanks to Asterius's backup, Shabrys can use her DP for foolproof anti-abare An attack during the opponent's pressure, intended to interrupt it. much more effectively.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 Low 15 3 20 -6 Foot 4~17 Chest
Total: 37
  • Slow, long-range low.
  • Better proration starter than 2A.
  • Chest invulnerable, like most sweeps.

Fairly negative on block on its own. Similar to most sweeps, cancels are restricted to DP, specials, or supers but Shabrys also has a puppet to cover or confirm off it. Now low-profiles chest-attribute attacks such as  Narukami's 5B and  Mitsuru's 5A, making it an important counter-poke.

Sweep and 2A are Shabrys's only low-hitting moves. Due to the higher startup, use sweep to feint a GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 overhead. Sweep is a much better combo starter and confirms give significantly more damage over 2A.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1500 Throw 4 3 19 Throw

5th Gen Axe Slash

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 15 4 42 -24 Body 1~18 Guard All
Total: 60

Shabrys has an autoguard Furious Action like her sister character Labrys. However, it has much faster startup and it suffers much less hitstop if Shabrys is hit during the autoguard portion. Because of the startup and the autoguard, most characters get safejumps on her that they normally wouldn't on other characters. Opponents may also counter it on her wakeup by mashing jab or a short airdash string and reacting with their own DP. Past the immediate wakeup is where her DP really shines, as it is much harder for the opponent to consistently tag the startup and react quickly.

Among many unfair things about Shabrys, one can time Asterius to keep your DP attempts safe and create / maintain offense from it. Specifically, having DP covered by Asterius is really good at winning neutral scrambles or stuffing a defender mashing during your pressure, while still being plus on block if they respected it. On your own defense, most Bull moves are too slow to help but one can combine DP and SB Massive SlaughterP4Arena ShLabrys MassiveSlaughter.pngGuardThrowStartup63Recovery56Advantage- with some effectiveness and it doubles as a natural DP~Throw Tech option select.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 19 4 25 -12 Body 1~21 Guard All

Skill Attacks

Guillotine Axe

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 1200 High 23 12 20 -7 Body
214B 1800 High 30 12 20 0 Body
214AB 1200 High 23 12 20 0 Body
  • Ground bounces on hit.

All Versions of Guillotine Axe are a huge overhead axe attack just like regular Labrys's, but it differs in that it lacks the initial mid hit, only having the overhead slam alone. This makes it harder to react to, but firing this overhead requires some conditioning or a prior Asterius move to cover the startup, otherwise it is quite easy to fuzzy mash or fuzzy DP it.


214A
Total: 54
  • Fastest startup.
  • The mixup version.

Generally the go-to version for mixups. Any Asterius move can be used to confirm this but 214CP4Arena ShLabrys BuffaloHammer.pngGuardAllStartup60Recovery60Advantage- is usually the easiest to use, requiring little manual timing. Without Asterius, Shabrys needs either a Fatal Counter or meter to get proper followup.

A little minus on block on its own, but should not usually matter with Asterius to cover.


214B
Total: 61
  • Slowest startup but 0 on block.
  • The combo version for optimal routing.

Pretty exclusively used for max damage confirms using some combination of TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-, OMB or Fatal Counter. Has no easy way to combo into or out of it otherwise and is significantly more reactable in mixups.


214A+B
Total: 54
  • As fast as the A version and as safe as the B version.
  • Special cancellable.

The most self-sufficient version, having fast startup and better safety on block. The ground bounce and the recovery allows Shabrys to link 2A solo after this in the corner.

While this version is special cancellable, Shabrys has limited specials to use from here: cancel to more Guillotines (which is used for some optimal combos) or cancel to Chain Knuckle which, for now, has no practical application.

Chain Knuckle

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 500 All 15 8 20~27 -2~-9 Chest
236B 500 All 18 13 20~32 -2~-14 Chest
236AB 500 All 15 8 17~29 +1~-11 Chest 7~(End of Active) P
  • A single shot horizontal space coverage tool at neutral.
  • SB version has brief projectile invulnerability.
  • Significant whiff recovery; on whiff it forces the longest recovery possible.
  • Shabrys's only move with Chest property.

Unlike Labrys's Chain Knuckle, Shabrys has no follow-up attacks from this. Much like the rest of the character, it requires a well-timed and -placed Asterius move to convert or make pressure off it. Useful to harass opponents on the ground without giving up positioning.

Recovery is determined by how far her knuckle travels: the longer it extends, the longer it takes to recover. This makes it a fine combo or pressure tool, but makes it terrible to whiff at neutral. Charts reflect the highest recovery possible. It is the only move Shabrys has with Chest property.


236A
Total: 49
  • Fast startup.
  • Reaches about half-screen.
  • Occasional corner combo tool.

The default fast version, generally the speed is used to quickly check your opponent at half-screen. Can be used to extend combos in the corner, but requires help from Asterius to keep it going.


236B
Total: 62
  • Slower startup.
  • Reaches about 3/4ths of the screen.
  • Wallbounces in the corner for a combo.

A combo extender for corner confirms that can be used solo and doesn't require meter. It does, however, need an airborne sweepP4Arena ShLabrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 hit, which is a fairly specific condition. At neutral, it is even worse on whiff but reaches just about full screen.


236A+B
Total: 51
  • Fast startup and good recovery
  • Wallbounces midscreen.
  • Most accessible combo extender for solo Shabrys.
  • Some projectile invulnerability allows Shabrys to more directly contest some zoning.

Buffed with 2.5, any sweepP4Arena ShLabrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 hit into SB Chain Knuckle now wallbounces midscreen, which she can chase after to keep comboing. This allows her to get a long solo combo, for times you are Persona broken or you had committed Asterius to something else just when you got a hit.

Has projectile invulnerability starting at F7 up through its active frames. In practice, a very far hit at neutral, especially on grounded opponents, does not usually give a confirm on its own, which reduces some of its effectiveness. Asterius can patch this hole as always, but he must be primed well ahead of time and used in anticipation of your opponent's neutral pattern, rather than on reaction.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300 100 50 5
236B 300 100 50 5
236AB 500 100 50 5

236A:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 31F


236B:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 36F


236AB:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 33F

Guillotine Aerial

j.214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.214A 400, 200 [600/800] All, High, [All] 12 2(4)Until L,[6] 34 -13/-6 Head [Projectile]
j.214B 600, 300 [600/800] All, High, [All] 17 3(6)Until L,[6] 40 -19/-12 Head [Projectile]
j.214AB 500, 250 [1000] All, High, [All] 15 2(4)Until L,[6] 35 -7 Head [Projectile]
  • Default air juggle ender.
  • 3rd hit is a techable ground bounce.
  • Combine the meterless variants with Asterius to end combos and setup okizeme.
  • Use meter or Air Turn to create a knockdown solo.
  • Bracketed values are for the last 'shockwave' hit created on landing, with the second value for 'buffed' Aerials which occur if Shabrys performs the Aerial high enough.
  • Can be used in mixups, adding one last overhead before landing in an airdash string or TK'ed directly from the ground.

Staple air special for combo extensions and enders. Meterless variants do not usually knockdown by themselves and must be combined with Asterius to finish the combo.

Some routes allow you to "cheat" by using Air Turn. When backwards and far enough away, Shabrys only connects with the first hit of Aerial, which causes them to fall slowly to a regular knockdown. Otherwise, if situations still don't permit it, Shabrys can use meter for SB Aerial to secure the knockdown.

The last, third hit is a shockwave that is created when Shabrys lands on the ground. If Aerial is performed high enough, then on landing, the shockwave gets buffed with more damage and blockstun.

Only the second, falling hit must be blocked high which can be used to make an ambiguous mixup. Aerials stop your momentum, so one can use it for a surprise overhead at the end of an airdash string or simply TK it from the ground. However, Aerials at low height are minus enough on block to get severely punished by most characters -- one must have Asterius for cover or use meter to OMC for safety.


j.214A
  • Fast, staple combo ender.
  • Carries momentum slightly

Fastest start-up of all versions and most frequently used to end combos, as j.AP4Arena ShLabrys j.A.pngGuardHighStartup9Recovery12Advantage- > j.214A still works even with significant decay. This version also keeps your forward or backward momentum which can apply for certain midscreen routes or advanced Titanomachia routes.


j.214B
  • Slow, slightly more damage.
  • Usually preferred for extending combos rather than ending them.
  • Does not carry momentum, making it slightly more finicky to use

Mostly used as a combo extender, since the higher damage is better used earlier in the combo and the longer move duration helps stall time for Asterius to reach you. In the corner, ending with either A or B version is roughly interchangable.


j.214A+B
  • The only version that knocks down on its own.

Knocks down without Asterius at the expense of meter. Virtually unchanged from Arena, muscle memory for setups from that version mostly still work from this ender.

Persona Skill Attacks

The same rules apply here as with Persona normals: Asterius has automatic guard against anything less than 400 damage and is interrupted if Shabrys blocks. However, these restrictions are temporarily overridden during a Persona SB skill or Titanomachia. For the duration, Asterius can only be interrupted by a super or by hitting Shabrys herself.

Since Shabrys is independent, inputting SB Persona skills naked will come at the cost of Shabrys attempting a throw. Ideally, players should employ some manual and mental dexterity to hide the input behind something else. The safest options are quick jabs or backdash, but one can hide the input behind anything else to maximise uptime.


Buffalo Hammer

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 2000 All 60 6 60 Body
214D 2000 All 72 6 84 Body
214CD 1000×2 All 72 6(21)6 84 Body
214C Titanomachia 2000 All 66 6 41 Body
  • Temporarily increases Asterius's armor to 600 damage for the duration.
  • Asterius 'stands' and raises his fists very high, increasing his hurtbox upwards and deceptively covering a lot of vertical space on the slam.
  • Creates a shockwave on the ground when Asterius slams his fists down.
  • Fatal CH starter.

A situational tool in some matchups, as Asterius's armor is increased to 600 damage during Hammer. Generally it means opponents have to commit to a less safe button to interrupt Asterius, which is then easier for Shabrys to snipe and punish. Specific applications need to be assessed on a character-by-character basis.

As Asterius rears back, his hurtbox increases significantly, going slightly past jump height. The combined height and armor can create a better wall for Shabrys to advance behind. Subsequently, the slam hits anything at jump height in front of Asterius, which will usually catch some opponents off guard.

If the slam whiffs when Asterius slams his fists on the ground, it makes a fullscreen blockable shockwave. If in position, Shabrys can follow this with a combo.


214C
  • Fastest to start, lowest damage, shortest distance travelled
  • KD on hit, ground bounce on CH.
  • Easiest combo ender to learn, where 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun requires more precision to work
  • Default version to use for combo finishers or to followup A GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7

Baby Shabrys players's first meterless knockdown tool. Most prominently, this is the easiest way to finish confirms involving 8CP4Arena ShLabrys 8C.pngGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun especially midscreen. Setups from a Hammer knockdown are relatively limited but you have options.


214D
  • Slower to start, better damage, farther range travelled.
  • KD on hit, ground bounce on CH.
  • Default version for neutral engagements.

Extremely good reach, Asterius's slam reaches opponents past half-screen away. Combined with the better armor, it is a solid space creation tool for the ground in front of Shabrys. The combined range and jump height active box can really take opponents by surprise, as it is an unlikely space for Shabrys to cover.

In theory you can prime this version for the same use cases as the C version, but it's simply less suitable for it. For mixups, priming it early might give the play away. For combo enders, the added recovery plays worse for okizeme or subsequent pressure.


214C+D
  • Identical startup and recovery to the D version.
  • Bull slams the ground twice.
  • Ground bounces on hit, instead of just knockdown.
  • Used mostly because it is an SB Persona move and can help win neutral on its own for the next few seconds.

Reaches as far as D version but moves forward and slams one more time. The ground bounce makes it much easier to followup at range than the meterless variants.

Pretty exclusively used at neutral to stack the odds in your favour. For only 25%, Asterius being impervious to anything but supers and persisting on block is an entirely overwhelming advantage that even Shabrys's worst matchups have to respect. If you can sneak the input out, it can grind any momentum they had at neutral to a halt and buy back a turn.

Flame of Hades

Persona Required 236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 200, 100×2, 1000 All 77 5×3(11)30 Total 179 Projectile
236D 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile
236CD 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile
  • Default okizeme and pressure tool.
  • Fullscreen reach makes it a fine way to create space at neutral.
  • Slow startup usually means Shabrys has to enforce or defend to get it off at neutral.

Asterius shoots a beam that covers the entire bottom of the screen, ending with a flame explosion at the tip, at full screen distance.

Used very extensively on offense and can be used plenty at neutral with the right calls.


236C
  • Fastest startup, longest recovery.
  • Fewest hits on the laser.
  • The more neutral-friendly version.

Has some use at neutral for its speed. Still, this laser is still pretty slow. It is somewhat debatable if the added speed is a very big advantage over its counterpart. Moreover, Asterius takes a long time to recover which hinders pressure and confirms from this move.


236D
  • Slow startup, fast recovery.
  • Most hits on the laser.
  • The pressure/okizeme version.
  • Leads to very easy corner high/low okizeme.

Generally the more useful version. This laser has more hits on the initial beam and locks them down longer. The coverage is long enough that Shabrys can jump and go for a classic airdash high/land low mixup. Asterius then recovers quick enough to prime another move to extend the confirm or pressure from there.

In the corner, a 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun knockdown into an immediate 236D leads to a very easy safejump.


236C+D
  • Frame-data is identical to D laser.
  • Much like SB HammerP4Arena ShLabrys BuffaloHammer.pngGuardAllStartup60Recovery60Advantage-, is used mostly at neutral for its properties as an SB Bull move that can't be interrupted easily.
  • Because of its range, opponents have to respect this even from fullscreen.

Completely identical to the D Laser other than the SB properties.

Like SB Hammer, a Persona move that persists through block is an absurd advantage. For only 25% meter, opponents have to use a lot of resources to contest Asterius (this means super OMC -- 100% meter use vs. your 25%), have a read and hit Shabrys outright, or give Shabrys the initiative for the next few seconds.

Massive Slaughter

Persona Required [4]6C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[4]6C 0, 800, 400×4 Throw 63 8 56 Throw
[4]6D 0, 800, 400×4 Throw 81 8 56 Throw
[4]6CD 0, 800, 400×4 Throw 45 8 56 Throw
[4]6C Titanomachia 0, 800, 400×4 Throw 63 8 56 Throw
  • The infamous Bite command grab.
  • Bite okizeme is much more strict to setup and enforce, unlike say, 236D okizemeP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage-.
  • Robust routing in 2.5 lets Shabrys feint either slow or fast grab with very little difference to tell them apart.
  • Bites have no audio-visual cue on startup, which players can use to surprise opponents at neutral.

The most unique offense available to Shabrys, as no other character in the game can layer a grounded command grab on top of a regular strike that is unblockable due to jump startup. Yes, that means if your opponent is in the crosshairs facing this down, they are taking damage either way or pressing something invulnerable to challenge it.

More details will follow in other pages, but generally Bite okizeme is more knowledge and execution-intensive, demanding greater precision from the player to pilot. That said, 2.5 Shabrys is her most robust version for setting up Bites, having identical combo / setup options that can punish both early or late tech, both midscreen or in the corner.

Unlike other Asterius moves, Bites have no sound or screenshake to signal its startup which make it a solid surprise play at neutral or pressure, if the Bull is positioned for it.


[4]6C
  • Medium startup.
  • Short travel distance.
  • Slight blind spot next to Asterius.
  • Inflicts Poison on hit.

Usually the first Bite to learn to use, since this can be used easily to punish immediate techs. This is also generally the easiest to use on block, having a relatively quick time to fire and no input overlap like SB Bite.

Poison makes this the most damaging version to use, inflicting roughly ~500 extra damage that is unaffected by Awakening.


[4]6D
  • Longest startup.
  • Farthest travel distance.
  • Significant blind spot next to Asterius.
  • Inflicts Silence/Mute on hit.

The easiest Bite to time for late techs. However, the significant blind spot requires specific combo routing to make it work in the corner.

Notably, the far distance it travels make it the best Bite to use for surprise off-screen shenanigans or for neutral engagements.


[4]6C+D
  • Fastest startup, of both all Bites and all of Asterius's non-super moves.
  • Inflicts Fear on hit.
  • Travel distance / blind spot seem similar to C version.

Startup is so fast that it's not typically usable for regular okizeme. It is easier to use in block pressure where you can hide the throw input behind a button.

Also, it is fast enough to combine with defensive system options like DP or Roll to keep Shabrys safe or force the opponent to change their punish to account for this move. As mentioned in the DP section, this combines together naturally to make an elevated DP~Throw Tech option select.

Fear also gives Shabrys access to a classic Fear strike/throw the way Adachi or Liz can. Note that Shabrys can combo off a Fatal throw solo anywhere on screen.

Public Execution

Persona Required [2]8C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[2]8C 0, 1200, 600 Throw 63 6 107 Throw Persona 22~41 All
Persona 102~131 All
[2]8D 0, 1200, 600×2 Throw 83 8 102 Throw Persona 22~61 All
Persona 127~156 All
[2]8CD 0, 1200, 600×3 Throw 51 7 93 Throw Persona 22~31 All
Persona 91~120 All
[2]8C Titanomachia 0, 1200, 1500 Throw 39 6 79 Throw Persona 15~17 All
Persona 77~78 All
  • At neutral, a preemptive, somewhat specific anti-air command grab.
  • In combos, an important tool to link multiple Brutal ImpactP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 supers.
  • Unlike 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-, if Shabrys is hit or blocking while Asterius is underground, he will be interrupted.

At neutral, the bite covers a small part of the screen, with relatively long startup and none of the magic that 2C has. All in all, it makes a very specific, preemptive call-out tool. However, once active, it is completely air unblockable. If opponents are in that space, they have to preemptively evade it or get caught.

Additionally, the long catch time and the wallbounce at the end of the grab means Shabrys can get massive corner push by manipulating the screen as this move resolves. Altogther, getting the corner for a successful gamble at neutral is a good deal.

While it is possible to combo into it, the charge time, awkward input, and the terrible proration restrict options heavily. The most prominent use case is after Brutal Impact, using this to combo into a second Brutal Impact.


[2]8C
  • Medium startup.
  • shortest distance travelled from the Bull's initial position.
  • fewest hits, opponent keeps same side.

Probably the least utility version currently. The limited range it covers and that it is easily interruptible make it very weak at neutral. Meanwhile, the short catch time on hit means it doesn't buy enough time to charge a Brutal Impact.

At the moment, its best use is the very specific, finicky and probably impractical air unblockable setup off a blocked 8CP4Arena ShLabrys 8C.pngGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun.


[2]8D
  • Slowest startup.
  • Bull travels farther forward before reappearing.
  • Hits 4 times, opponent switches sides.

The larger range makes it much easier to use at neutral, as it grabs people out of jumps where Shabrys doesn't threaten otherwise.

With Awakening, this is an excellent corner combo tool, as it creates combo extensions from both TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- and Brutal ImpactP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 into a second Brutal Impact for explosive, unburstable damage.


[2]8C+D
  • The reason Shabrys has a hard time using the fuzzy jump~throw tech defensive option select.
  • Fastest startup.
  • Same distance travelled as D version.
  • Hits 5 times, opponent keeps same side.

The fast startup and enhanced range makes it a bit easier to use for neutral callouts. That said, it is more often seen because Shabrys tried to fuzzy jump.

Theoretically has combo applications but currently other routes are superior for damage or meter efficiency.

SP Skill Attacks

Challenge Authority

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2400 All 4+(60 Flash)+14 6 Total 121 -25 Body 1~23 All
Persona 1~End All
236236D 2600 All 4+(60 Flash)+14 6 Total 115 -19 Body 1~23 All
Persona 1~End All
236236CD 2600 All 4+(60 Flash)+14 6 Total 115 -4 Body 1~23 All
Persona 1~End All
  • Both Shabrys and Asterius are invulnerable through startup.
  • Can't be used immediately on wakeup, as Bull is not available frame 1.
  • Starts at Asterius's position and not Shabrys's.
  • Deceptively large hitbox.
  • Used mostly for combos or neutral punishes.
  • NOT OMC-able or OMB-able.

Colloquially called "punch super", this is the only reliable move where both Shabrys and Asterius have proper invulnerability (with the only close alternative being Instant KillP4Arena ShLabrys LabyrinthosGate.pngGuardStartupRecoveryTotal 13+(60 Flash)+6Advantage- and only Shabrys is invulnerable for that). However, due to some quirk of the system, Asterius does not return immediately on wakeup, which locks this out as an immediate reversal.

More often, the super is used to add some damage at the end of combos or snipe reckless behaviour at neutral. The hitbox of this move is perhaps double the size of the animation itself. Additionally, this super starts immediately at Asterius' position and not Shabrys's, which gives you an edge if your Bull is displaced away from you. Put together with invulnerability, this means unwary opponents hanging out around Asterius are liable to eat a huge chunk of damage in one action.

However, this super has no possible cancels and opponents have an assured punish if they bait this super.


236236C
  • Fastest start-up but highly negative on block.
  • Mostly the neutral snipe version.

The quick startup means this is mostly used for the quick startup to snipe opponents at neutral. In 2.5, it is generally more desirable to finish combos with the D version.


236236D
  • Slower start-up with better recovery.
  • Slightly more damage.
  • Links to 5A on a close CH.

Generally with 2.5 Shabrys's combo structure, this slower version still works from her common combo enders namely Guillotine AerialP4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6 or 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun. After the super hits, Shabrys recovers fast enough to safejump an immediate tech, where the C version is stuck in recovery for much longer. All in all, this version is categorically better as a combo ender.

The longer startup and invulnerability also makes it a solid choice in DP-Super chicken games. Notably, opponents autopiloting a Roll to avoid the C version at the superflash will get caught by this. On a close CH, Shabrys can link 5A for a short combo.


236236C+D
  • C version startup with D version recovery.
  • Does the most damage and has best frame advantage on hit.
  • The quickest combo extender Asterius has.
  • Only -4 on block.

Unlike other versions, this super actually can extend combos rather than just end it. On hit, it leads to a quick juggle for a knockdown. This is the most fire-and-forget Asterius extension you can ask for, requiring no priming to synchronise his timing with Shabrys -- as long as both are in a cancellable state and Asterius is in position, this will work.

If you do choose it as a combo ender, the extra time can be used to make a more intricate okizeme setup.

On block, this is only -4 which makes it unpunishable. However, she is still very vulnerable if it whiffs altogether.

Awakened SP Skill Attacks

Brutal Impact

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 2500 All 25+(34 Flash)+5 6 62 -49 Body 1~35 Guard All
214214B 3500 All (127~235)+(44 Flash)+5 6 88 -75 Body 1~(136~244) Guard All
214214AB 5000 All (157~265)+(44 Flash)+25 6 88 -75 Body 1-191 Guard All
  • Like DPP4Arena ShLabrys BD.pngGuardAllStartup15Recovery42Advantage-24, this move has unthrowable autoguard instead of true invulnerability,
  • Fatal Recovery.
  • No cancel options at all, but one can try to use Asterius for safety.
  • The only super available to Shabrys when Persona broken.

Mostly used a function to dump meter for big damage. Due to the long startup, lack of cancel options, Fatal Recovery and the autoguard, it has very limited use as a reversal. However, one may try to use Asterius (perhaps an SB Skill) to cover the recovery.


214214A
  • Fastest startup.
  • Short travel distance, roughly 1/2 screen.
  • Minimum damage: 750.

Fires the quickest for a quick meter dump but other options will give much better bang for your buck. On its own, the damage or setup isn't much better than punch super, but one does have the option of comboing after this, with Public ExecutionP4AU ShLabrys PublicExecution.pngGuardThrowStartup63Recovery107Advantage-.


214214B
  • Slower startup.
  • Travels fullscreen.
  • Minimum damage: 1050.

The version of choice for 150 meter corner TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- conversions, which so far is the highest damage Shabrys can get in one confirm.


214214A+B
  • Slowest pre-flash windup and post-flash startup
  • Travels fullscreen.
  • Minimum damage: 1500.

Routes with SB Brutal are mostly used if you're not sure you will be in position for a double B Brutal ender or if you have 125 meter but not the full 150. These routes still do great damage.

However, it is a completely separate timing with its own quirks to learn as it fires very differently from the B version.

Titanomachia

Persona Required 214214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C Total 4+(135 Flash)+23 4~4 All
214214CD Total 4+(167 Flash)+15 1~4 All
214214C End 3000 All 1+(60 Flash)+19 2 Projectile
  • At superflash, Shabrys programs up to three separate Persona attacks which Asterius will perform in sequence. After the sequence ends, Asterius will cover the whole screen in a barrage of flames colloquially called "Hellflames".
  • An input counter above Shabrys's meter helpfully indicates how many moves were programmed. This counter begins at one, signifying the finisher.
  • Any of Asterius's normals or specials may be used for Titanomachia, but they can only be used once. For example, the system will acknowledge 5C, 2C, 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D.
  • Each of Asterius's moves has a specific Titanomachia-specific variant. Using C or D to program a move doesn't matter, it will still perform the special Titanomachia variant.
  • During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shabrys blocks.
  • Has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
  • The screen darkens (similar to Shadow Frenzy) while it is active.
  • If activated in the air right before landing, a commensurate amount of recovery is added on landing i.e. one may not use landing to cut the recovery short.

Shabrys's defining Awakening super and one of the strongest single moves in the entire game. In combos, it combines with additional meter (particularly with Brutal Impact) for truly explosive damage. At neutral, the automatic coverage and raw threat it generates is so great that Shabrys generally gets free pressure and free turns simply for activating this super. Within pressure or okizeme, it can be activated for easy mixups and automatic confirms from them. Once activated, pressuring Shabrys does little since Asterius is never far behind. It really does everything.


214214C
Total: 26

Asterius starts Titanomachia at his current position.


214214D
Total: 26

Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence and enabling trickier plays. The superflash does not give away which version Shabrys chose to use.


214214C+D
Total: 18

Asterius begins attacking from his current position, but Shabrys's recovery is greatly reduced. This makes it much more difficult for opponents to punish the activation while creating new pressure or combo opportunities.

Notably, all of the following sequences give a confirm on hit and is safe / plus on block:

  • (CH) DPP4Arena ShLabrys BD.pngGuardAllStartup15Recovery42Advantage-24 > SB Titano
  • low j.214A(2)P4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6 > SB Titano
  • 214AP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 > SB Titano

Additionally, SB Titanomachia is invulnerable till superflash, a short 4F window.


Some final notes:

  • It is possible for an opponent to end Titanomachia early in various ways, many of which are discussed in the Strategy section.
  • Bursting Titanomachia is often perilous, since Shabrys barely needs to commit to be threatening. The ender in particular does massive damage raw so if you do not know the finer points of bursting Shabrys combos, it is often wiser to tank the prorated hit if you get clipped.

Instant Kill

Labyrinthos Gate

Persona Required 222A+B when IK Conditions are met

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
222AB Total 13+(60 Flash)+6 1~End All
222AB Attack K.O. Throw 37 2 29 Throw 29~38 All

An Instant Kill that activates in two parts.

222A+B
Total: 18

Completely invulnerable activation. A red bar appears above the SP gauge.

222A+B (Grab)
Total: 67

Until the bar completely depletes, Shabrys can attempt a command grab which instantly finishes the round on a successful connection. Unlike the activation, this has limited invulnerability closer to the active frames. Combined with the long startup this makes its utility relatively limited.

The most consistent application is punishing an opponent's DP > Super cancel. Most DPs will break Asterius and desperate opponents frequently hope to DP > Super cancel for an expensive momentum reset. If Shabrys safejumps the DP, the activation can let Shabrys stay invulnerable through a super's active frames and then grab it in the recovery, without giving an opportunity for an OMC or OMB.

Otherwise, there aren't many moves or sequences in the game where opponents are -50 and right next to you. There are even fewer situations where Asterius won't be there to artificially extend the active frames of an opponent's move and carry it through a 19F window of invulnerability.

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