P4U2R/Shadow Labrys/Combos: Difference between revisions

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==Basic Combo Theory==
==Basic Combo Theory==
{{BeginnerComboDef}}
{{TheoryBox
| Title      = Goals
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Recipe    =
| content    =
* Attempt a combo. The auto combo deals 1246 damage without the super finisher, most combos will deal more damage than the auto combo in the first couple of inputs.
* Finish combos with EX Guillotine, 214A+B for a hard knockdown, or 214A/B/A+B for a combo extension
* Typically j.As can be replaced with j.Bs for damage, air hits not preceded by a superjump can be jump cancelled into another hit (i.e. j.A > jc > j.A > j.214B), and combos ending in Aerial Guillotine, 214X, can be extended, or in the case of a hard knockdown, setplay can also be run.
}}
{{TheoryBox
| Title      = Auto Combo
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Auto Combo
| Video      =
| Recipe    = {{clr|1|5AAAA}}
| content    =
* Damage: 1246+
* Simple, easy damage, fourth hit builds additional SP and burst gauge, better than getting nothing out of it.
}}
{{TheoryBox
| Title      = Combo without Asterius
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    = Combo without Asterius
| Video      =
| Recipe    = {{clr|1|5A}}/{{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} > Microdash {{clr|2|2B}} > Air Stuff
| content    =
* Damage: 1453
* Needs at least 25 SP, but won’t have to rely on Asterius position or having persona cards left.
}}
{{TheoryBox
| Title      = Combo with Asterius
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    = Combo with Asterius
| Video      =
| Recipe    = {{clr|1|5A}}/{{clr|1|2A}} > {{clr|2|5B}}+{{clr|3|C}} > {{clr|1|2A}}+{{clr|2|B}} > Microdash {{clr|2|2B}} > Air Stuff
| content    =
* Damage: 1377+
* Relatively simple for the damage you get
}}
{{TheoryBox
| Title      = Auto Combo Starter
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Anchor    = Auto Combo Starter
| Video      =
| Recipe    = {{clr|1|5AAA}} > {{clr|1|2A}}+{{clr|3|C}} > {{clr|2|j.2B}} > land > Microdash > {{clr|1|j.A}} > {{clr|1|j.214A}}/{{clr|1|A}}+{{clr|2|B}} > …
| content    =
* Damage: 1526+
}}
{{TheoryBox
| Title      = 5B Starter
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    = 5B Starter
| Video      =
| Recipe    = {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} > Microdash {{clr|2|2B}} > Air Stuff
| content    =
* Damage: 1681+
* Needs 25 SP, but won’t have to rely on Asterius position or having persona cards left.
}}
{{TheoryBox
| Title      = 2C Starter
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    = 2C Starter
| Video      =
| Recipe    = {{clr|3|2C}} > {{clr|4|236D}} > {{clr|2|j.214B}} > …
| content    =
* Damage: 3108+
* Input 236D as soon as 2C hits, and catch the opponent on the way down with j.214B to buy time for 236D to hit.
}}
{{TheoryBox
| Title      = Titanomachia Route
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Titanomachia Route
| Video      =
| Recipe    = {{clr|3|214214C}}/{{clr|4|D}} > ({{clr|3|5C}} > {{clr|3|2C}} > {{clr|3|214C}}) (During super flash) > …
| content    =
* Damage: 3776+
* C version will approach from the front, the D version from behind
* Go-to Titanomachia route
* Will combo if the screen does not move too much
* Titanomachia can be cancelled if not careful
}}
{{TheoryBox
| Title      = “Air Stuff”/Anti-Air
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = “Air Stuff”/Anti-Air
| Video      =
| Recipe    = … > sj.A > {{clr|1|214A}}/{{clr|1|A}}+{{clr|2|B}}
| content    =
* Will need to superjump to combo from 2B
}}


Easy and important combos will be marked in '''bold'''.
Easy and important combos will be marked in '''bold'''.

Revision as of 04:15, 13 August 2022

 Shadow Labrys



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A.png becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Basic Combo Theory

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple


Goals


  • Attempt a combo. The auto combo deals 1246 damage without the super finisher, most combos will deal more damage than the auto combo in the first couple of inputs.
  • Finish combos with EX Guillotine, 214A+B for a hard knockdown, or 214A/B/A+B for a combo extension
  • Typically j.As can be replaced with j.Bs for damage, air hits not preceded by a superjump can be jump cancelled into another hit (i.e. j.A > jc > j.A > j.214B), and combos ending in Aerial Guillotine, 214X, can be extended, or in the case of a hard knockdown, setplay can also be run.

Auto Combo
Very Easy


5AAAA

  • Damage: 1246+
  • Simple, easy damage, fourth hit builds additional SP and burst gauge, better than getting nothing out of it.

Combo without Asterius
Easy


5A/2A > 5B > 2A+B > 236A+B > Microdash 2B > Air Stuff

  • Damage: 1453
  • Needs at least 25 SP, but won’t have to rely on Asterius position or having persona cards left.

Combo with Asterius
Easy


5A/2A > 5B+C > 2A+B > Microdash 2B > Air Stuff

  • Damage: 1377+
  • Relatively simple for the damage you get

Auto Combo Starter
Medium


5AAA > 2A+C > j.2B > land > Microdash > j.A > j.214A/A+B > …

  • Damage: 1526+

5B Starter
Easy


5B > 2A+B > 236A+B > Microdash 2B > Air Stuff

  • Damage: 1681+
  • Needs 25 SP, but won’t have to rely on Asterius position or having persona cards left.

2C Starter
Easy


2C > 236D > j.214B > …

  • Damage: 3108+
  • Input 236D as soon as 2C hits, and catch the opponent on the way down with j.214B to buy time for 236D to hit.

Titanomachia Route
Very Easy


214214C/D > (5C > 2C > 214C) (During super flash) > …

  • Damage: 3776+
  • C version will approach from the front, the D version from behind
  • Go-to Titanomachia route
  • Will combo if the screen does not move too much
  • Titanomachia can be cancelled if not careful

“Air Stuff”/Anti-Air
Very Easy


… > sj.A > 214A/A+B

  • Will need to superjump to combo from 2B

Easy and important combos will be marked in bold. With Asterius, generally your combos will go into:

5A > 5B+C > 2A+B (5C hits) > microdash hop j.2B > airdash stuff OR 5AAA > hop j.2B > dash j.B > air stuff OR (in the corner) 5AA > 5B > 2B > air stuff

More detailed routes below, but keep these in mind when landing a hit.

Without Asterius, your combos are limited, however SB chain knuckle can be used in these situations to still get off some damage if you need to buy time for him when he is broken, as anything off sweep can go into SB chain knuckle and it grants a wallbounce midscreen.

5A > 5B > 2A+B > 236A+B > microdash 2B > air stuff.

Last few things to note that can be helpful:

  • When performing a titano route midscreen, keep positioning in mind during 5C > 2C as if the opponent slides too far, the 2C will not hit. This can be solved in some cases by Backdashing to pull the screen to its furthest and allow 2C to hit!
  • j.214A typically is easier to land than j.214B, however it also carries momentum which can be important for some combos, such as: 5AA > 5B > 2B > j.BB+2C > j.214A (2C hits) > 214214C > 214B, In this combo, j.214B will keep the opponent in the same spot and not push them far enough in the corner, causing 214B to land strangely, however j.214A will push them far enough to land consistently.
  • 214C can always be used as a substitute if needed to get a knockdown if you aren't comfortable with air turn j.214A enders, at the expense of free oki.
  • 2C can also be used instead of 8C for more damage, but requires a bit trickier timing due to catching the opponent falling down.
  • You can hold 4 during 5C enders to cancel into bite on hit if you want it for oki.
  • Airturn enders work in most cases instead of 5C if you wish to try for laser oki instead.
  • Hold 5D during hop routes to avoid asterius moving around.

Midscreen

# Combo Position Damage SP Gain Works on: Difficulty Notes
1
2

Main BNB combos

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5A > 5B > 2A+B > 236A+B > dash 2B > j.A > jc > j.B > j.214A Anywhere 2117 ? Everyone Easy Basic combo without using Asterius, omit the sweep if in the corner.
2 5AAA > 2A+C > j.2B > j.B > jc > j.B > j.214B > 8C > sj.A+C > j.236B+D > j.214A > (laser oki) Anywhere 2305 ? Everyone Intermediate Basic BNB that uses bull that sets up for laser beam okizeme. Requires you to airturn j.B and input the laser while you do j.B, in order to have it come out in time and cover the opponent's wake-up. Test with the training dummy teching and holding up to make sure you have the timing down.
3 5AAA > 2A+C > j.2B > j.B > jc > j.B > 2C > j.214B (2C hits) > sj.A+C > j.236BC > j.214A > (laser oki) Anywhere ? ? ? Hard Alternate version using 2C instead, more damage, but harder to do due to catching the opponent after 2C as well as timing to input j.2C without getting j.2B.
4 5AA+CAA > IAD > j.A > j.2B > j.B > j.2B > jc > j.C > j.214B (5C hits) Midscreen 2665 52 Everyone Intermediate Corner carry combo from 5AAA if you find yourself holding C and aren't sure where to take the combo. Damage can vary slightly depending on how long you hold 5C and can be made easier by doing j.A instead of j.B.
5 5A > 5B+C > 2A+B (5C hits) > j.2B > j.B > jc > j.A > j.B+C > j.214A (5C hits) Midscreen 2798 ? Everyone Intermediate Corner carry and side swap route. This route also sets up for off screen Asterius oki if preformed properly, as with enough momentum j.214A will leave Shab BEHIND the opponent when Asterius punches, pushing both her and the opponent away from him with her blocking the opponent from going over her standing. From there you can cancel into something like offscreen [4]6D! Downside to this however is that this particular setup wont work if you are too close to the corner as it takes you just a bit past midscreen if you are cornered yourself.
6 5A > 5B > 2A+B > 236A+B > IAD > j.A > j.214B > 8C > sj.B > j.214B+C (214C hits) Midscreen 2239 ? Everyone Intermediate Simple ender without much oki, not too much to say here except it looks cool and can buy just a little bit more time for if you need Asterius.
7 CH 5A > 2B > jc > j.B > jc > j.B+2C > j.214B (2C hits) > sj.A+C > j.236B+C > j.214A Midscreen 2506 ? Everyone Hard Counterhit 5A combo, since CH 5A allows you to go straight into 2B.
8 Fatal 2C > 214B > OMB > 2C+214B > (2C hits) microdash > 214B > 236236D > 5A > jc > j.A > j.2B > 236236D Midscreen 6747 ? Everyone Hard Double TV punch route, may be possible to land without OMB but will need labbing. The reason OMB is used is to stabalize the combo as linking j.A after 214B can be pretty difficult consistently with your timing AND spacing. Video example: https://twitter.com/BananaKen/status/1513058740311887872?s=20&t=dw9PGbK6f72TbXShhb7U-g

Corner Only

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5AA > 5B > 2B > j.BB+[C] > jc > j.214B > 5C hits > 236C (oki) Corner ? ? ? Easy The general routing for corner stuff, with plenty of options from 5C.
2 Basic combo into j.214A+B > bite hits > 2A+C > j.2B > 7 > j.BB > jc > j.B > j.21[4]A (5C hits) > [4]6 j.A+C/D oki Corner ? ? ? Hard Combo from a bite setup, bites have a lot of proration so comboing from them can be hard, so there are multiple ways you can go about it. I listed my own method that I personally use but there is another one using jump forward j.A whiff 2A+C jump back j.A j.2B that you can find in bananakens youtube channel.
3 Fatal Counter 2C > 214B > OMB > 214B > 236236D > 5B > 2A+C > 236B > 5B > 2B > jc > j.2B > jc > j.BB > j.214B > 236236D Corner 7000 ? ? Hard Corner version of double TV punch route. Example: https://twitter.com/BananaKen/status/1513099857187282944?s=20&t=dw9PGbK6f72TbXShhb7U-g


Titanomachia Routes

As mentioned in the Combo Theory section, keep in mind of the screen size when preforming titanomachia combos midscreen, or asterius may whiff 2C follow ups after 5C, as well as the opponents position in the corner for 214B. More damage can be added to these routes by using brutal impact, or 214214X. As well as if you are preforming OMB combos, you can not OMB if Asterius is in recovery.

Almost any route ending with j.214B can lead into titanomachia, however it can be a small window to link j.A after. If you end with j.214B it goes > 214214D > link j.A > j.214A, during the superflash if you see the opponent slightly above the ground, you should be able to land the j.A link easily.

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5AAA > 214A+B > 214214D > (5C 2C 214C) > j.A > j.214A (5C hits) > 214214[B] (2C hits) > 214D hits > ]B[ > hellflames Anywhere 4511 ? Everyone Easy Basic titano combo, not too much to say other than to be sure to release brutal impact right as Asterius slams his arms down.
2 Basic bnb into j.214B > One More Burst > 214214C > (5C 2C 214C) > 2A+B > B+D (5C hits) > Backdash > 214214[B] (2C hits) > 214C hits > hellflames > 214214]B[ * [2]8D > dash into corner > 214214B Anywhere ? ? Everyone Intermediate OMB route that can work in the corner. If the combo will not take the opponent to the corner, be sure to Backdash after DP to make sure that 2C connects. If midscreen to the corner with the right spacing you can extend * to do this you should release command grab when the lights of Shab's axe fades. This kind of extension isn't too practical since the entire combo requires 150 meter, but its cool regardless at least!
3 5AA > 5B > 2B > sj.B > 2B+C > j.214A > (2C hits) 214214C > (5C 2C 214C) > 214B (5C hits) > Backdash 214B (2C hits) > 214214[B] > 214C hits > hellflames > 214214B release * > [2]8D > dash into corner > 214214B Corner 6660 ? Everyone Intermediate Corner variant of titano combo, by doing this same route with 214214A after 5C hits INSTEAD of titano, then you can catch with 28D and go into another brutal impact, skipping titano. Keep in mind doing 214214A requires you to do 28D almost immediately after it hits, as its much faster than the B version.
4 2C Fatal Counter > 214B > One More Burst > 214B > microdash 5B > 2B > sj > j.2B+C > j.214A > (2C hit) > 214214C > (5C 2C 214C) > 214B > Backdash 214B > 214214[B] > hellflames > 214214]B[ > [2]8D > dash into corner > 214214B Corner 9407 It takes 150 what do you think lmao Everyone Hard Overall pretty unrealistic combo, but hits hard, enough to TOD certain characters. So hey, if you happen to have a bunch of meter and somehow manage to land a fatal counter on someone in the corner with full meter, go wild. Example video: https://twitter.com/BananaKen/status/1512723509881016328?s=20&t=dw9PGbK6f72TbXShhb7U-g

External References

Master Shadow Labrys Tech Playlist: https://www.youtube.com/playlist?list=PLDopakYbBerQ77SXEhXLk74AR2D0ymqRN

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