25SP combo routing

Using 25SP for combos is a very purposeful decision to achieve either:

  • gaining a lot of axe level and/or creating a knockdown setup or

  • dealing more damage in green/yellow, or adding damage at the end of a combo

The main way Labrys uses 25SP to do this is via SB guillotine axe (214AB), which, after a buff in 2.5, can be combo'd into via sweep. Bear in mind that this will put Labrys into meter cooldown, removing most of the SP gain from the rest of the combo, so she must be very sure that she will gain a lot from doing so given the value of meter. Also this heavily prorates your combos, so is never correct either early in red axe combos, or if you can do an OMB combo instead.

All combos here work in all axe levels - if you're in red there's no need to spend meter on SB combos unless you're trying to dump meter for quick damage.

Midscreen setup combos

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

  • Standard midscreen SB guillotine combo - will gain a lot of axe (1260, more than twice C beast)

  • Works from a single 2A

  • The timing of 5AA > (spike hit 1) > 2AB is dependent on distance from Labrys. With 22A you need a minimal delay for it to work and remain same side, but for far confirms, use 22B and delay the sweep slightly longer

  • Drops on Teddie and Chie at closer ranges than normal, but always try and be as close and possible before starting this (e.g. md after a j.B)

  • After [5B] you can:

    • dc 2AB > 236C/D or dc 2AB > 22A

    • backdash cancel instead of dc on either of the above to make space if you've already reached corner

    • 236C/D > dc IAD j.B safejump

  • You can cancel 214AB into [DP] if people try to burst after you've spent meter, leads to full combo and you'll feel amazing

  • Extremely scaled near the end, but still knocks down/allows for D beast if you reach yellow

  • Can squeeze in an extra 60 axe meter by kara cancelling the last two sweeps with 2B into 2AB

(OOC) 5AA > 5B > 2AB > 214AB > 236C > dash under 2A > [5B] > dc 2AB > 22X

  • Out of corner sideswap variant of the above, also less scaled and will do slightly more damage

  • Technically works anywhere on screen

Midscreen damage combos

5AA > 5B > 2AB > 214AB > 236C > dash under 2A > (orb hit) > [2B] > sj.B > j.C > j.214B > 236236C/D

  • Works anywhere on the screen

  • Can do j.B > j.B in yellow and above

  • Will do more damage than most other routes in green or yellow, and gains decent axe level

(OOC) 5AA > 5B > 2AB > 214AB > 236C > dash under 2A > [5B] > dc 2B > j.2B > j.BB > j.C > j.214B > 236236C/D

  • Must reach yellow before j.BB

Corner routes

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

  • Damage route in the corner, will usually get you to red

  • 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 (can hold 9 for jump timing)

  • Note that 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

  • Can squeeze in an extra 30 axe meter by kara cancelling the last sweep with 2B into 2AB

Other uses

... 214AB > 214B

  • Quick way to slightly increase damage - does require 214AB to be able to hit naturally

(Red) 5AA > 5B > 236A~A > 214AB > md 2B > j.B > j.B > j.C > j.214B > 236236C/D

  • Extension of the short red axe combo, good if you need to squeeze that extra bit of damage out

  • Can j.2B > j.BB if wall is reached

(Red, awakening) 5AA > 5B > 236A~A > 214AB > 22B > 5A > 214214A

  • Optimal midscreen that doesn't spend axe level

  • Can be done if 75SP reached before 214AB, doing 5.6k from a j.B

  • Very hard to input 5A > 214214A, but it possible (and if you miss it, it's a reset, although an obvious one)

Last updated