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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  • Out of corner
  • Chain knuckle variant
  • 2C variant
  1. Combos
  2. In-depth combo guide

Red axe dl sh j.2B routes

The dark arts

Previous214B in red fatal corner routesNext25SP combo routing

Last updated 1 year ago

It is actually possible to confirm into 5D midscreen in red axe without the need for a fatal counter - however doing so requires a very specific delay hop j.2B, that has no real way of timing it, and will lead to a very sad drop if you get it wrong. Also note that this can only be done in a stable manner against grounded/very close to the ground opponents, and the higher they are on 5A hit, the less stable this combo becomes. That being said - it does seem like it's possible to grind the timing for grounded opponents, and this route gives 6.2k damage meterless from a further-than-midscreen j.B hit as long as you can confirm with 5A. So - here are the combos:

Out of corner

5AAA > dl sh j.2B > 66 5DD > 66 [5B] > 236A~A > 214B > 236236C/D

  • Lowest damage variant, but only needs to be used if your back is to the wall

  • Still, 3.6k and +37SP from a j.B starter isn't bad (5.8k on D beast usage)

  • Allows for OMC > 2B > ... or 214AB > 214B for extra damage

  • Slightly more than a microdash before 5DD

Chain knuckle variant

5AAA > dl sh j.2B > 66 5DD > 66 [5B] > dc 236A > winch dash > jc j.A > j.BB > dl 7 dl j.BB > sj.BB > 214B

  • Must do the dash cancel from [5B] and must reach the wall before full 236A range otherwise this will whiff

  • Can just j.BB > j.BB > j.C > j.214B, but this will do slightly less damage and gain slightly less SP than the delayed jump cancel that allows for an extra j.BB

2C variant

5AAA > dl sh j.2B > 66 5DD > 66 [5B] > dc 2C > j.BB > dl 7 dl j.BB > sj.BB > j.214B

  • Requires corner to be reached during the dash cancel, but is the highest damage variant

    • Some characters will require you to be deeper in the corner than others (Chie, Liz, Margaret, Marie, Junpei, Yukari), but if you reach the corner it will always be possible

  • Again, the triple j.BB at the end can be replaced with j.BB > j.BB > j.C > j.214B for an easier combo that does slightly less and gains less meter

These are possible from yellow with fatal counter (including on chain knuckle starter), and this will always allow for the winch dash jump cancel. It will also allow for the 2C > 5D > 5B > 2AB > ~D route if corner is reached early enough.

Both the chain knuckle and 2C variants can be converted into safejumps by using falling j.2B > [5B] > 236D > whiff j.A > j.B after the first j.B. C beast can also be used for a safejump.

Do note that if you get a fatal or intend to use OMB and have meter, use the fatal confirm or short red axe confirm respectively instead.

If close enough to the corner to do a 2nd 5D directly after [5B], then that route should be used instead (see yellow axe midscreen specific screen position combo in )

If you've actually reached the corner after 5AAA, you should instead use the yellow axe corner 5AAA combo found . Equally if you are able to have 5D hit after [5B] as you're close to the corner, use instead.

Meterless combo routing
here
this route