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

Chain Knuckle

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Last updated 1 year ago

  • [20-28F Startup / 8F Active / 25-32F Recovery / -1* On Block]

  • The 8 active frames are the fist travelling over 8 frames, so startup for max range is 28F

  • 1 extra frame of recovery per frame of travel the fist has taken

  • Decent frametrap up close from sweep

  • *Only -1 at minimum range, worse by 1 frame for each frame of travel

  • 36F recovery on whiff

Applies to all versions

  • Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)

  • Can be swept under due to being chest attribute

  • Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level

  • Activate frames and fist extension ends if contacts opponent

  • Does not destroy projectiles, simply ignores them

  • [24-43F Startup / 19F Active / 25-37F Recovery / -1* On Block]

  • Faster than dashing full screen, and can be used to punish opponents who try to run away carelessly or have moves that take them full screen

  • However, goes slightly shy of full screen, so must dash first in some situations

  • Will punish those using projectiles near full screen (e.g Yu's IABD zio, Aigis 2B)

  • Clashes relatively often due to way the hitbox works (hitbox is only the fist, hurtbox remains with Labrys, extended forward slightly for the front leg)

  • If an opponent jumps this, they have over 70 frames to punish you, so don't go throwing this out without a plan

  • *Only -1 at minimum range, worse by 1 frame for each frame of travel

Applies to all versions

  • Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)

  • Can be swept under due to being chest attribute

  • Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level

  • Activate frames and fist extension ends if contacts opponent

  • Does not destroy projectiles, simply ignores them

  • [24-32F Startup / 8F Active / 25-32F Recovery / -1* On Block]

  • Projectile invuln from frame 9 until end of active frames

  • The range and startup of 236B, but travels much faster

  • If you correctly call out a projectile move with this, you are almost guaranteed a fatal counter unless it gets blocked by a persona

  • Usually can't be used vs projectile supers after superflash, or if you're late with the reaction to some projectiles

  • 41F recovery on whiff

Applies to all versions

  • Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)

  • Can be swept under due to being chest attribute

  • Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level

  • Activate frames and fist extension ends if contacts opponent

  • Does not destroy projectiles, simply ignores them

See for options on block/hit

See for options on block/hit

See for options on block/hit

follow ups
follow ups
follow ups
Taking the action to the opponent
Nowhere to run (apart from rolling, jumping, or being full screen...)
Your projectiles cannot harm me, my fist is like a shield of steel!