BnBs

The simple stuff - will get you by, but not the whole story

Works at all axe levels

Midscreen

5AA/2A > 5B > 2AB > 22A/B/C/236C/236D

  • Standard combo against grounded opponents, leading to her strongest options on knockdown

  • The most standard ending options are 22B midscreen and 236D in corner

  • Only way to meaty after this is 5A, all other options are not true meaties

  • Can 2A up to 3 times and this will still work

5AA/2A > 5B > 2AB > 214A > 236236C/D

  • Higher damage version of the above, used when going for a kill

  • 214A will whiff if opponent is far, so have to super from the sweep instead

  • Will gain a decent amount of axe level on the final 214A

  • Can only 2A twice before D super will whiff, C super will always work

(Crouch/airborne) 5AA > 2B > j.B > j.B > j.C > j.214B > 236236C/D

  • Crouch confirm, but also works in yellow and above on standing

  • Also can be used to confirm air hits

    • May need to go 5A > 2B at certain ranges

    • May need to do 2B > sj.B if opponent is too high up

  • j.2B > j.BB can done instead of j.B > j.B if close to corner

5AA > 5B > 2AB > 214AB > 22A > md 5AA > spike hit (1) > 2AB > spike hit (2) > [5B] > dc 2AB > 22A/B/C/236C/D/236236C/D

  • 25SP axe gain/corner carry combo

  • Leads into strong knockdown options, including safejump off the last charge 5B if desired

  • Can't be done at max range unless 5B is omitted

  • Sweep between spike hits requires some timing, but can be omitted for an easier combo

5AAAAA (5AAA > 214A > 236236C)

  • Strong corner carry and meter gain, although never ideal due to high proration

  • Will work against airborne opponents, and if 5AA hits, the rest will too

  • Do not enter manually - extra meter on 214A only granted on auto combo input

  • In red axe, will use 236236D instead, so input 236236C if you want C beast

(CH) 5B > 5C > 2C > [BD] > 2B > j.B > j.B > j.C > j.214B > 236236C/D

  • Standard, but not optimal midscreen punish combo, opponent must be grounded

  • Won't work at max range of 5B

  • If not exactly midscreen, may have to use 5A to pickup after [BD]

  • Start charging dp as soon as the first hit of 2C connects to get the timing correct

  • In the corner, do j.BB > j.BB > j.C > 214B > 236236D after 2C instead

(CH) 2B > 5DD > 66 > [5B] > 236A > winch dash jc j.A > j.B > j.B > j.C > j.214B > 236236C/D

  • Optimal punish, and usually the one you want to go for if you can. 2B does have slightly longer startup and shorter confirm range than the 5B punish, making it slightly more situational

  • Works on aerial too if they're low (e.g. Aigis or Marie DP recoveries), which means you don't have to wait for opponents to land

  • Doesn't work as a reliable AA combo as you can't count on CH with Lab's slow 2B, and if they're too high they'll get knocked out of 5DD, so keep it as a punish combo only

  • Can add a lot of corner carry by dash cancelling [5B] before 236A against most characters

  • If corner is reached, after winch dash jc, go:

    • j.A > j.BB > 8 dl j.2B > j.BB > j.BB > j.C > j.214B > 236236C/D

    • Can sj.BB after j.2B if preferred for an easier combo

  • If close enough, can side-switch by dashing under during 5DD

2B > j.B > j.B > j.C > j.214B > 236236C/D

  • Standard AA combo, no CH required

  • Adjust if too high by not doing 2nd j.B and/or super jumping

  • Adjust at the corner by doing j.BB

(AA CH) j.B > land > j.A > j.B > j.B > j.C > j.214B > 236236C/D

  • How to confirm a CH j.B at most heights/ranges against aerial opponents

  • Depending on circumstances, may need to confirm with (dash) 5A > 2B or sj.C instead

AoA~C > j.B > j.B > j.C > 214B > 236236C/D

  • Midscreen standard AoA combo. not much to be said about this

Corner

(Corner) AoA~D > IAD j.2B > 7 dl j.BB > dl j.D(3) > [5B] > 5D > md 5B > 2AB > ~D > j.BB > j.BB > j.214B > 236236C/D

  • High damage and axe/SP meter gain, not to be sniffed at

  • Only need to be close enough to corner to land next to the opponent in the corner after IAD j.2B

  • The first j.2B is very slightly delayed

  • Do not dash before [5B], as this reduces consistency of 5DD

  • Final j.BB doesn't work in green or below, instead just go directly into j.214B

  • D beast is near frame perfect, if you're worried about dropping, skip final j.BB as in the above point

(CH corner) 2B > 5DD > (66) [5B] > 5D > (66) 5B > 2AB > ~D > j.BB > 8 dl j.2B > j.BB > j.BB > j.C > j.214B > 236236C/D

  • Corner punish - incredible damage and axe gain

  • Remember to dash after the first 5DD, and you can optionally dash after the second 5D too, which may help timing on some characters

  • You will need to delay either the 5B or the 2AB very slightly for this link to connect - this varies by both character and distance to corner due to how hurtboxes and 5D works, so practice it a lot and get a feel for it. The second optional dash can help with this timing.

  • Keep the opponent as high as possible from sweep (i.e. do it as early as possible without it whiffing) to prevent the second 5DD from dropping

  • Can sj.BB after j.2B for an easier combo

(Corner) 5AA > 5B > 2AB > 214AB > 236C > 66 > (orb hit) > 7 dl j.2B > [5B] > 5D > 2AB > ~D > j.BB > j.BB > j.214B > 236236C/D

  • 25SP corner route, will usually get Labrys to red axe, or very close to it

  • 2AB must be delayed slightly to land, and you should dash cancel 236C for consistency

  • The more you delay j.2B, the more time you have to land [5B]

  • Yellow must be reached before j.BB, if not, do not do the second j.BB

  • If instead going for a setup, do ~D > [5B] > 236D > whiff j.A > j.B for a safejump

  • You have to be pretty deep in the corner for this to work as it relies on 236C catching them directly from 214AB. If you notice you're not close enough, you can either 2A after 236C (and then [5B] immediately), dash cancel 236C into 5A, or omit the 5B at the start to close the distance

  • 236C > (orb hit) does not work on Teddie, so use 2A after 236C as in the above bullet point

Yellow axe and above

5AAA > sh j.2B > 66 > j.B > j.B > j.C > j.214B > 236236C/D

  • Works as long as enemy isn't too high (i.e. works if autocombo works)

  • Will get you to red without C super

  • Strong corner carry and decent damage

(CH) 2B > 5DD > 66 > [5B] > 236A > winch dash jc j.A > j.BB > 7 dl j.2B > (md) 5D > md 5B > 2AB > ~D > j.BB > j.BB > j.C > j.214B > 236236C/D

  • Punish route in yellow

  • Effectively a red axe route, but it works in yellow, and you only need yellow from the charge 5B!

  • Tight timing, but very consistent if done correctly

  • Can add a lot of corner carry by dash cancelling [5B] before 236A

  • Will work from empty spike or sweep > spike too!

Red axe only

5AA > 5B > sh j.B > md 5AAA > sh j.2B > 66 > j.B > j.B > j.C > j.214B > 236236C/D

  • Near optimal that can be done midscreen meterless, with strong meter gain and damage

  • You will reach a corner, but requires opponent to be grounded

  • Cannot be done at max 5A range (omit the first 5AA loop or use the shorter damage route)

  • Careful with how you adjust when reaching the corner, as proration is very high near the end of this (most that can be done from j.B starter is j.BB > j.BB > j.214B (3308 damage, +43SP)

5AA > 5B > 236A~A > 214B > 236236C/D

  • Short damage route, simple and easy, will always work against a grounded opponent no matter what

  • 4974 damage with D beast (5321 on j.B starter)

(Corner) 5A(A) > 2B > 9 j.BB > jc dl j.2B > 5D > md 5B > 2AB > ~D > [5B] > 5D > 2AB > ~D > j.BB > j.BB > 214B > 236236C/D

  • Corner confirm, gives over 50SP by itself and will do 6.8k with D beast, no CH required

  • Note that there is no j.C at the end as this will cause it to drop

  • Can be done with j.B starter, but the execution requirements become a little tighter, and doing 5A instead of 5AA does more damage

  • Delay the first jump cancel from 2B and the first air jump cancel from j.BB to make things connect more easily and get both hits of 5D

(FC) 2B > dl j.2B > 66 > 5D > (md) 2AB > ~D > md [5B] > 2C > 5D > 5B > 2AB > ~D > j.BB > j.BB > j.C > j.214B > 236236D

  • Mid-to-corner fatal counter/ToD

  • Gains over 50SP, does OVER 9000 damage if done correctly (therefore a true Touch of Death against some characters), and over 9500 with a simple OMB extension

  • See in-depth combo guide for how to adjust to certain scenarios

  • See the page about using 214B in the corner for optimal ToD variants

  • Microdash on 2AB optional, but does help get you closer to corner and can help if 5D hits far

  • Works from FC j.B > 5A, but will do less damage the more you have done before 2B

  • 2C pickup more picky on certain characters due to differences in groundslide hurtboxes, notable difficult characters are Margaret, Yukari, Chie, Liz, and Junpei. The higher the character on [5B] hit, the easier the pickup is. Can hold [5B] a little longer to help with this

(FC, Corner) 2B > dl 2C > dl 5D > 5B > 2AB > ~D > [5B] > 5D > 2AB > ~D > j.BB > 7 dl j.2B > j.BB > j.BB > j.C > j.214B > 236326C/D

  • Gains over 50SP and also does over 9000 damage if done correctly

  • Try to keep the opponent as high as possible during 5D > 2AB to make sure the 5D follow-up hits correctly

  • Can be done from j.B and/or 5A, but will need to omit j.C if these are used to start the combo, and will reduce the damage

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