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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  1. General information
  2. Move rundown
  3. Normals

A Normals

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Last updated 1 year ago

  • [7F Startup / 3F Active / 19F Recovery / -7 On block]

  • Good coverage for a 7F 5A, will catch people trying to jump

  • Can be staggered into itself with microdashes, but is risky

  • Can be jump cancelled to go into air options or bait dp's and bursts

  • 19F is a lot of recovery for a 5A, so don't go pressing it without it least a decent chance of it being blocked

  • Cannot be swept or low profiled, so abuse the range

  • [11F Startup / 3F Active / 20F Recovery / -8 On block]

  • Decent way to confirm air hits, and ok in pressure, although does not blockstring into anything apart from A guillotine and 5AAA

  • Frametraps nicely into 5B for a big CH confirm

  • Poor as a pressure reset point due to frame data, but can be done against less knowledgeable opponents or characters with shorter reach

  • [12F Startup / 2F/3F/6F Active / 30F Recovery / -19 On block]

  • Decent to go into either to build axe or as a frametrap

  • Once done on block, you must into going into either, sweep, guillotine axe or a hop, otherwise you will be getting hit

  • Now combos into hop j.2B in yellow axe and above if the opponent is low enough

  • [7F Startup / 2F Active / 14F Recovery / -1 On block]

  • Decent low poke that gatlings into itself, and only slightly minus

  • Doing 2A gatlings until enemy is out of range, then 5A, is a situation that not many characters can deal with well

  • No blockstrings can be done from 2A, so be careful choosing what you press after your third gatling

  • [9F Startup / 2F Active / 6F Recovery]

  • Labrys' fastest air normal by far, and should be the button you press if you know for certain you're going air to air and it'll land

  • Can also be used to control airspace for relatively low risk and will stop people charging at you.

  • May also catch OS/jump attempts if done early enough

  • Also used to confirm high CH j.B hits, and combos into j.B

  • Can technically be used to do a double overhead (and threaten a 50/50 high/low) if done immediately after an airdash and cancelled into j.B, but this will whiff on crouchers and must be timed perfectly, and only works well in the corner

  • Can also use this from a slightly higher than IAD airdash into j.B for a double overhead

  • Gatling into j.B is pretty much necessary to confirm this, so you can autopilot into the j.B input most of the time

With the speed in increase since 1.1, can be used to certain characters

fuzzy
Not fast, but covers a lot of ground
Slight backwards hitbox, but similar to 5A
Hits 1 and 2
Hit 3
Not amazing, but does the job
Labrys' fastest air normal