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

B normals

PreviousA NormalsNextC normals

Last updated 8 months ago

  • [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 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

specific setups
Big normal, and big damage on CH
People will claim this hits the entire screen...
Frame 15 hitboxes - nice reverse hitbox below her
Frame 17 hitboxes, hits higher than you'd think
Stylish move with stylish uses