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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  • During a final j.BB > j.BB
  • As a route extension
  1. Combos
  2. In-depth combo guide

j.D in corner routes

Overkill/unstable, but sometimes you need a miracle

PreviousUse of OMBNextDealing with blue bursts

Last updated 1 month ago

j.D can provide some extra damage in corner routes, and as it's only 100p2, usually won't cause a combo to drop. Here's some ways it can be used:

During a final j.BB > j.BB

The main way of using it is:

... j.BB > j.D > 8/9 > j.BB > j.C > j.214B

  • Must be above opponent

  • Works better further from the corner (can sometimes be achieved by a 7 jump at the start, although this sacrifices height)

  • the jump isn't a jump cancel, so is a little awkward

  • j.C will likely be necessary as this puts the opponent very high, so not compatible with routes that go near the proration limit

The main times to consider this are after an early j.2B in a yellow/red route, or after an OMB. In most other cases, the damage isn't worth the inconsistency/danger of adding this in. Also be aware that axe level does fall during j.D, so if you're almost at the next level, don't do it.

For an example, please see the video on , where it is used at the end of the combo in the 10.5k ToD route.

As a route extension

j.D can also serve to extend routes, but these are generally very unstable and character dependent (for example, Narukami generally doesn't get hit by the third hit of j.D a lot of the time). Here's 2 ways this is generally achieved:

(yellow/red, corner) ... > j.BB > 7 dl. j.2B > j.D (2/3) > sj.BB > j.C > j.214B

  • Worth considering if you were hoping for red axe route in the corner but didn't get it in time, or aren't sure you got it in time

(corner) ... > 7 (j.A >) j.B(dl)B > dl j.D(3) > 8 dl j.2B > ...

  • Route extension that allows for various pickups depending on what came before.

  • Consider this during 2B corner punish combo (single extra j.D over normal route, allows for oki routing)

Technically, can be done from the midscreen 2B punish combo (see from Kajee), but very tricky/unstable

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