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
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
Demonstration locked in green - people with think twice about DP'ing once you hit them with this
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 dash cancel 236C into 2A then [5B] immediately, 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
Will get you to red even from neutral green! (shown here from slightly above that amount)
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
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
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