> 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-rundown/normals/c-normals.md).

# C normals

{% tabs %}
{% tab title="5C" %}
![No good hitbox images for thsi, but hits pretty much exactly where it appears, including slightly behind Labrys](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FHxPM5Y3xyfi1ky8ysDSb%2Fimage.png?alt=media\&token=aa01b259-11f8-43a3-9dda-5f0d2862569a)

* \[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
  {% endtab %}

{% tab title="2C" %}
![Slow, and moves bottom to top, no good hitbox images for this either](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FdAkA1CKTsstKEpSS6eRy%2Fimage.png?alt=media\&token=6a589de2-b3f5-41fb-8c40-483b84f659e1)

* \[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
  {% endtab %}

{% tab title="j.C" %}
![Hitbox is what you see, but more square](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FdTEGgP6pzPTdEx2hjGNb%2Fimage.png?alt=media\&token=c5582fa3-32f8-4d05-acc4-5e3f1556811b)

* \[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
  {% endtab %}
  {% endtabs %}
