C normals

[31F Startup / 4,4,6,6F Active / 16F Recovery/ -3 On Block]
Extremely slow startup, but covers a large area for a long time
Will usually catch rolls on the return movement of the ribbon
Subject to persona displacement (use with caution after 5D)
Combos into 2C for big follow-ups if close enough
Frame advantage varies based on where the enemy was hit
Decent to press in both neutral and pressure, but both can be punished, with 71F total run time (i.e. within IK range for some characters)
Can be cancelled into persona specials at max range relatively safely, especially 236C
Nice way to break personas (then cancel into 236D and dash cancel, or 5D for example)
Chest attribute on the outward attacks, but not the return

[28F Startup / 6,6,6F Active / 14F Recovery/ -3 On Block]
Actually made up of 3 hits despite the images
+1 on dash cancel, can be hop cancelled (despite what the patch notes say), but cannot be jump cancelled
Given the persona changes (persona is invuln until active), can potentially be used to challenge those floating way above Labrys, but so slow that 2B is still the main option in most situations
Confirm on CH with 2B
A great way to launch people in the corner without having to use a 2nd 2B
Subject to persona displacement, but has a max range it will appear from Labrys

[13F Startup / 6,6,6F Active / 33F Recovery]
Surprisingly fast, and can be used for some tricky left-right mixups
Very minus on block with a lot of recovery, with the only options afterwards being to j.D (which has even more recovery) or air guillotine (very minus and lots of recovery on whiff)
Most commonly used in combo, although sometimes must be omitted in long combos due to relatively low air hitstun
Vacuums opponents slightly, which has potential for ambiguous sideswaps, although probably too situational to see use
Landing cancels all recovery
Good air delay move - will temporarily remove all vertical/horizontal momentum, but it will be partially restored once the move ends
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