P4U2R Labrys Guide
  • 📘P4U2R Labrys Guide
  • General information
    • Introduction
    • Move list and names
    • Notable changes from 1.1
      • Normals
      • Specials
      • Supers
      • Axe mechanic
    • Move rundown
      • Gatlings and cancels
      • Normals
        • A Normals
        • B normals
        • C normals
        • D normals
      • Specials
        • Chain Knuckle
        • Chain Knuckle follow-ups
        • Guillotine Axe
        • Guillotine Aerial
        • Weaver's Art: Sword
        • Weaver's Art: Orb
        • 5th Gen Axe Slash
      • Supers
        • Weaver's Art: Beast
        • Weaver's Art: Breaking Wheel
        • Brutal Impact
      • System mechanics and information
  • Neutral
    • Key neutral tools
  • Pressure
    • Pressure basics
    • Key pressure tools
    • Chain knuckle logic
    • Safejump setups
    • Options on knockdown
    • Fuzzy setups
    • Defensive tools
  • Combos
    • General notes
    • Notation glossary
    • BnBs
    • In-depth combo guide
      • General combo theory
      • Meterless combo routing
      • 214B in red fatal corner routes
      • Red axe dl sh j.2B routes
      • 25SP combo routing
      • Use of OMC
      • Use of OMB
      • j.D in corner routes
      • Dealing with blue bursts
      • Dealing with no-teching
      • Optimising axe gain
  • Matchup guide
    • General matchup info
    • Matchup tier list
    • Detailed matchup rundowns (WIP)
      • Template
      • Adachi
      • Aigis
      • Akihiko
      • Chie
      • Elizabeth
      • Junpei
      • Kanji
      • Ken
      • Labrys
      • Margaret
      • Marie
      • Minazuki
      • Mitsuru
      • Naoto
      • Rise
      • Shabrys
      • Sho
      • Teddie
      • Yosuke
  • Misc
    • Being persona broken
    • Unblockables and resets
    • Notes on Shadow Type Labrys
    • Useful footage and videos
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On this page
  • Main sequence
  • 9k/9.5k/10k ToD
  • 10.5k ToD
  • 9.5k ToD without OMB
  1. Combos
  2. In-depth combo guide

214B in red fatal corner routes

No burst for you

Main sequence

In the corner, is it technically optimal to perform the final 5D sequence as:

(FC, Red, Corner) ... 2C > 5D > 214B > ~D > ...

  • Most consistently done with the 2C done at proper persona displacement distance from corner, but can be done from any distance

  • 5D (1) is the easier consistent way to do this, but can be done from 5D (2) with a trickier timing, or if the opponent gets hit by the 5D hits separately

  • The timing on 214B requires you to input it around as the 5D hits, and the ~D a little before the 214B hits

This is instead of ... 2C > 5D > 5B > 2AB > ~D > ..., and will do more damage, or damage faster (so better against bursts), in practically every scenario. However, it does not allow for [5B] after, so is best done on the second 5D. The usual follow-up options are either j.BB > 7 dl j.2B > [5B] for oki, or 5B > 236A for damage.

9k/9.5k/10k ToD

For the midscreen to corner ToD, the combo becomes:

(FC, Red) 2B > dl j.2B > 66 > 5D(2) > (md) 2AB > ~D > md [5B] > 66 > 2C > 5D (top) > 214B > ~D > 5B > 236A~A > 214B > 236236D

  • Does 9000 damage, and does 9500 by adding OMB > 214B after the final 214B

  • Add OMB > j.BB > j.BB > j.C > j.214B after the final 214B make it do above 10k

  • Microdashes optional, but helpful

  • Timing is unique and tricky, but consistent if practiced

The following video shows how little burst is regained during this route, which is very powerful.

10.5k ToD

As a second demonstration of the strength of this route - see the following 10.5k ToD route, although note that the opponent has to have practically no burst for it to land (but does work in that circumstance):

(FC, Red) 2B > dl j.2B > 66 > 5D > 2AB > ~D > md [5B] > 66 > 2C > 5D (top) > 214B > ~D > 5B > 236A~A > 214B > OMB > 5DD > 7 j.BB > j.D > j.BB > j.C > j.214B > 236236D

  • Last 5D must hit with both hits - make sure you hit this as high as possible for it to work on the smaller characters

  • Can add a microdash before first 2AB in some scenarios

  • Opponent must have less than approx 20% burst for this to work

  • Targets are:

    • Kanji (works well)

    • S. Mits (hit the final 5D(2) high)

    • S. Chie (2C pickup very picky)

    • S. Junpei (2C pickup very picky, hit the final 5D(2) high)

9.5k ToD without OMB

Technically - it is possible to do 9.5k without OMB using this technique, but it requires them to have very low burst. The route is as follows:

(FC, Red) 2B > dl j.2B > 66 > 5D (2) > 2AB > ~D > md [5B] > 2C > 5D (top) > 214B > ~D > 7 j.BB > dl j.D (3) > 66 5B > 236A~A > 214B > 236236D

  • 9.5k plus damage without OMB, but requires enemy burst to be at gold burst level or below.

  • Requires near perfect execution - if you whiff any 5D hits (including due to not getting the corner displacement), this may not kill.

  • Can add a microdash before first 2AB in some scenarios.

  • The rising j.BB using an upback jump for spacing.

  • If you j.D too low, you may need to dash into them before 5B to get the 3rd gear to connect.

PreviousMeterless combo routingNextRed axe dl sh j.2B routes

Last updated 2 months ago

What's a blue burst?