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

D normals

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Last updated 1 year ago

5D

  • [38F Startup / 16F Active / 53F total animation time/ +5 On Block]

  • Recovery not simple to calculate due to how the move works

  • Very strong pressure reset

  • Due to proration changes, incredible for use in combos as of 2.5, with all optimal combos using it twice

  • Slightly strange hitbox means it'll whiff or allow for techs in certain situations (corner, opponent too low)

  • Incredibly slow, but hard to get past once it's out

  • Is affected by persona displacement, and disables persona use (persona normals, supers and burst) while out

    • There is actually a bug that means this is not true in certain scenarios. Burst gets disabled for a fixed period of real time when 5D is pressed - usually this is enough time for the move to end and 5DD to become unavailable (and if 5DD is pressed during this period, burst remains unavailable). However if Labrys generates enough hitstun (e.g 5D > 5B > 2AB), she gets her ability to use her persona back, and retains it even if 5DD is pressed. No known use for this apart from being able to super earlier than you should be able to, as pressing a persona move during this time will stop 5DD.

    • tl;dr, can 5D > 5B > 2AB > C/D beast if necessary

  • For some reason, 5D's top hit landing first, and 5D's bottom hit landing first, are counted as separate moves in terms of proration, thus you can avoid the SMP by getting both to occur (usually by working in bigger delays in combos where you get 5D (2))

5DD

  • [18F Startup / 5 active sections with overlapping active frames / No recovery for Labrys]

  • Can be activated after 5D at any point when Ariadne is still out

  • Also has problems hitting in the corner and at certain angles/ against certain characters

  • Allows enough time to charge 5B/2B in most scenarios

  • Will usually end up pushing people out of range if used in blockstrings

  • [33F Startup / Multiple overlapping active frames / 40 + 9F Landing Recovery]

  • Strong zoning tool that can prevent both grounded and air approaches if done at IABD height

  • Will destroy most projectiles in the game

  • Ariadne will become unusable while she is summoned, so her only remaining air delay after using this is air guillotine. Use j.C for extended air delays.

  • In the corner, can be used as a combo tool

  • Long startup, and landing recovery that will occur no matter what you do afterwards, so use with caution

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