B normals

[15F Startup / 2F Active / 25F Recovery / -8 On block]
Decent poke that can deal with people hovering just outside of 5A range or can be used on approach to bait out and punish enemy 2B/5As
On CH, allows for 5C > 2C follow-up
Important point of grounded pressure which can lead into highs, lows, resets, roll baits etc.
Can be dash cancelled on block, -3 on forward dash cancel and -2 on backdash cancel
Backdash cancel can be done on reaction to enemy guard cancels, which will cause Labys to invuln through most of them, allowing for a dash forward 5A punish
Half-charge has the same hitbox, but causes groundslide, allowing for follow-ups (both extended combos and safejumps)
Used in combos with Orb/Spike
Half charge causes forward dash cancel to be +4, and backdash cancel to be +5
Half charge is considered a separate move for proration purposes
Full charge is unblockable, but takes 120F of charging, which is unlikely to hit outside of specific setups being used on unwary opponents, heavy proration on hit (but notably less than in 1.1)

[17F Startup / 4F Active / 26F Recovery / -6 On block]
Head invuln frame 8-26 (or from frame 8 until 9 frames into the attack in the case of charge 2B)
Very slow for a 2B, both in terms of startup and head invuln frames starting, but covers a lot of space, and works as both an anti-ground and anti-air tool
Lots of recovery, so don't whiff this if you can help it
Can be dash cancelled as of 2.5:
Uncharged approx -3 on block, half-charged approx +1
As with 5B, can be cancelled into many things on block, and is a major branching point for pressure
Notably - moves Labrys forward, which pushes her into hitboxes in some cases, but does make it outrange a lot of enemy ground normals
Good at catching Fuzzy OS
Best punish starter in almost all situations
With charge now retaining the head invuln, can be held to deal with delays or anti-anti airs, with strong payoff on hit
Full charge remains only usable in certain setups, but has less proration than in 1.1, meaning you do get a full combo from it


[15F Startup / 4F Active / 14F Recovery]
One of Labrys' best poking tools, and very good at controlling space. Can be done while retreating to prevent approaches and her axe level decreasing
Also decent air to air, although relatively slow on startup
Can be used to cross up relatively easily, and generally has strong confirms
Good against those with weaker air options, but can be 2B'd by most of the cast if used carelessly
Used for the safejump as it is simple to confirm on hit and has no landing recovery
Requires Labrys to be low to the ground to allow for confirms and/or to continue pressure (high j.B does not have enough blockstun to continue pressure on the ground, but can go into j.BB/j.C as a way of punishing those who know this)

j.BB: [13F Startup / 6F Active / 22F Recovery]
j.2B: [18F Startup / 5F Active / 25F Recovery]
j.2B is a high, j.BB is not
j.BB (on whiff or hit, but not on j.2B) causes Labrys' next landing to have a short landing recovery, no matter what else happens in the air (second jump, other moves etc.) The only way to remove this is through OMB or OMC. However, hitting this very close to the ground does seem to reduce the amount somehow
j.BB also floats Labrys a little
Wallbounce rules changed since 1.1, overall added more routes than it took away
j.2B has extremely high SMP, but can be used to extend combos (and is considered separately to j.BB for proration), and has much more blockstun than j.B, making it a good button to use for hop resets
j.BB can be used to hit those who press buttons after blocking j.B
j.2B has very slightly more horizontal range than j.B, but much harder to confirm, longer startup and worse vertical hitboxes
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