> For the complete documentation index, see [llms.txt](https://aurha.gitbook.io/p4u2r-labrys-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://aurha.gitbook.io/p4u2r-labrys-guide/general-information/move-list-and-names.md).

# 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 >&#x20;

\*\*\*j.BB and j.2B look similar, but are separate moves. j.BB is accessed only by pressing B after j.B on hit or block, but is not a high. j.2B can be used at any time other than after j.B, it's slower than j.BB but doesn't float her in the same way. They are also treated as separate moves with regards to [proration](https://dustloop.com/wiki/index.php?title=P4U2.5/Damage), with j.2B having very high SMP, meaning you can't use it twice in combos.

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

## System mechanics

* 5AB \[All Out Attack] **(AoA)**
* 2AB **\[Sweep]**&#x20;
* 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
