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. Specials

5th Gen Axe Slash

The worst dp

PreviousWeaver's Art: OrbNextSupers

Last updated 1 year ago

  • [26-85F startup / 4F Active / 42F recovery / -23 (?) On Block]

  • Has guard point instead of invulnerability

  • As of 2.5, guard point has a fixed value per hit that Labrys takes - meaning that she can technically be stalled forever against fast hitting moves (like Aigis gatling gun or Margaret divine vacuum)

  • Also has increased pushback and blockstun in 2.5, making it slightly harder to punish

  • Extremely long startup, meaning that some characters can even block after 2A or 5A, or whiffed grabs

  • Non-charged dp no longer wallbounces into combo on counterhit, but does set up for an easy safejump

  • Half charge does not affect frame data, but does force counterhit (fatal if red axe or the initial hit was a fatal) and wallbounce, and is used for combos

  • Can also be held through blue bursts (on 5B counterhit combo or as a way to call out people bursting when you charge 5B after a spike hit)

  • Full charge (unblockable) serves little purpose, apart from as a knowledge check

  • Can be good vs some supers due to guard point properties and the slowness

  • Can introduce a mindgame against those who dp in response to this by charging instead, but generally weak and won't work vs a lot of high tier character dps

  • Will take blue health - good for forcing awakening if you can find a way to combo it, but not really doable in neutral unless SB spike or similar is used to lock the opponent down

Don't do it, but not as bad as 1.1, mostly...