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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  • From safejump:
  • From 22X:
  • General other situations
  1. Combos
  2. In-depth combo guide

Dealing with no-teching

PreviousDealing with blue burstsNextOptimising axe gain

Last updated 1 year ago

When an opponent no-techs, it can be tricky figuring out what to do. Here's some suggestions based on specific situations. In effect - if you end up with a yellow combo, you'll need to figure out a way to end the combo again without dropping. The easiest way to think about it is to imagine you've OMC'd the previous combo.

From safejump:

Firstly, if you're too close, you'll end up flying over them during the safejump and end up roughly neutral, so consider not doing the safejump and running up/setting up a projectile instead if your opponent is too stubborn. Second thing to note is that j.2B will whiff if the opponent is lying down on the ground.

Should you actually hit them with j.B after IAD, your best option will usually be to go straight into j.214A/B immediately, as there isn't really any other option unless close to corner (where you can attempt j.BB).

From 22X:

Note that on late-tech, the spike will meaty them, so not much to worry about there. If they no-tech and you don't attack with anything, the spike should start a new combo. In the case where you go for a meaty 5AA, you will yellow combo and the spike should catch them and hold them again, at which point you can [5B] > 66 > 2AB > 22X or go for a from [5B]

General other situations

5A > j.A > j.B > j.B will usually connect if the opponent is just lying there (e.g after a DP), and 2A/5A is relatively non-committal, meaning you're safe if they late tech.

Also consider using the time to set up a projectile if you have a good read that they won't be teching, just be aware you may have to block as you'll be giving up your frame advantage.

safejump