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
  • Normals
  • System mechanics
  • Specials and supers
  1. General information

Move list and names

Bolded names are the most commonly used names for these moves

Normals

  • 5A+

  • 5AA+

  • 5AAA+

  • 2A

  • 5B/5[B]/fully-charged 5B*+

  • 2B/2[B]/full-charged 2B*+

  • 5C

  • 2C

  • 5D~D**

  • j.A

  • j.B/j.BB***+

  • j.2B***+

  • j.C

  • j.D

*Square brackets are used to indicate partially charged moves, and while fully charged versions of moves exist for Labrys, they are not used within combos

**5D allows for a follow-up persona move at any point by pressing D again while the persona is still out, will usually be indicated in combos as " > ~D >

+Considered an axe move with respect to the axe level mechanic

System mechanics

  • 5AB [All Out Attack] (AoA)

  • 2AB [Sweep]

  • 6AB [Guard Cancel]

  • 5AC [Evasive Action] (Roll)

  • 2AC [Short Hop] (Hop)

  • 6AB [Guard Cancel Roll]

  • 4/5CD (Air OK) [Throw]+

  • 5BD/5[BD]/fully-charged 5BD [Furious Action/5th Gen Axe Slash] (DP/half-charge DP)*

  • j.AC [Air turn]

  • ABC [One-More Cancel] (OMC)

  • ACD [One-More Burst/MAX Burst/Defensive Burst] (OMB/Gold burst/Blue Burst)

*Square brackets are used to indicate partially charged moves, and while fully charged versions of moves exist for Labrys, they are not used within combos

+The stomp part of the grab is considered an axe move with respect to the axe level mechanic, and counterhit (CH) grabs in red axe will gain the effects of a Fatal Counter and allow for a meterless (although heavily scaled) combo with 5A/2A

Specials and supers

  • 236A/B/AB/C [Chain knuckle]

    • ~6/~4/~A+/~B+/~AB+ [Winch dash/Brake/Chain knuckle extra attacks]

  • 214A/B/AB [Guillotine axe]+

  • 22A/B/C/D/AB [Weaver's Art: Sword] (Sword/trap/spike)

  • 236C/D/CD [Weaver's Art: Orb] (Orb)

  • j.214A/B/AB [Guillotine Aerial] (Air guillotine)+

  • 236236C/D/CD [Weaver's Art: Beast] (Bull) (Beast)++

  • 214214C/D/CD [Weaver's Art: Breaking Wheel] (Gears)

  • 214214A/B/AB [Brutal impact]++

  • 222CD Weaver's Art: Inquisition [IK]

+Considered an axe move with respect to the axe level mechanic

++Damage affected by axe level, with significant increase in red axe

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Last updated 8 months ago

***j.BB and j.2B are the similar movements, but j.BB is accessed only by pressing B after j.B either hits or is blocked, and has better frame data, but is not a high, where j.2B is. They are also treated as separate moves with regards to , with j.2B having very high SMP

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