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 follow-ups

PreviousChain KnuckleNextGuillotine Axe

Last updated 1 year ago

  • Can be entered if chain knuckle connects (hit or block) with an opponent (but not a persona), startup is effectively the hitstop of chain knuckle

  • Continues until Labrys runs out of chain (approx 19 frames maximum)

  • If Labrys runs out of chain, enters Brake, no recovery of its own

  • Projectile invuln from frame 1 to end of the dash

  • Don't be afraid of any projectiles (e.g. Narukami zio, Naoto traps, or even Yukiko maragidyne) when using this, it will get you through them unless you brake or attack, at which point you lose the projectile invuln immediately

  • Can be input by continuing to hold forward after chain knuckle

  • Automatically occurs if Labrys winch dashes until she runs out of chain

  • Can be manually input at any time during winch dash, which will cause Labrys to glow blue, but is the same move and has no special properties

  • Lasts for 21 frames total

  • Can be cancelled into jump at any point

  • Can actually be cancelled into certain attacks at any point too, and this is not well known

    • Can be cancelled into all specials apart from chain knuckle (e.g. guillotine axe, orb)

    • Can be cancelled into supers

    • Can be cancelled into grab (this one is really nice, and an excellent third option to the natural high/low of the move, just don't do it too early if you're close as you'll whiff)

    • Can be cancelled into hop - maybe decent for doing a very long range hop j.2B into pressure as a safe option

  • You must cancel into jump to bait dp's since the natural recovery is too slow otherwise

  • [20F Startup / 10F Active / 36F Recovery / -29 On block]

  • Homes in on opponent location if they are in front of Labrys, meaning it is near impossible to press too early

  • Potential stealth buff in 2.5 - now appears that if done from far enough way (max range of A chain-knuckle) on the first frame available, this is actually a blockstring. Not sure how or why this only works/gets better at range

  • On block, is absolutely terrible (although no longer fatal counter recovery), therefore should be cancelled into A/B guillotine axe (the only options you have apart from supers).

  • Should be your go-to as the safer option of the high/low mixup (as can make it -5 and gapless with A guillotine, or 0 with a gap with B guillotine)

  • Also used in combo in red axe

  • Technically a 20F high, but can be OS'd (if too close, see above), and not great payoff even on hit (although with OMB, this is a very good starter)

  • [13F Startup / 3F Active / 20F Recovery / -6 On block]

  • Is very possible to press this too early and whiff if you're not careful

  • Can be gapless from winch dash if decently close (which is what allows for the low/high OS, where an opponent blocks low and presses dp)

  • No ways to make it safe, but hard to react to

  • Requires OMC/super to confirm a hit, therefore not advisable to do without meter

  • Nice to sprinkle in when you really need to open someone up and you've conditioned them to block high

  • [11F Startup / 10F Active / 15F Recovery / 0 On block]

  • Very fast startup, and won't whiff if pressed at any point during winch dash, will be a blockstring even if not done immediately

  • Will cross up once input if done close enough to an opponent

  • Puts enemy into spin state, allowing for full follow-ups

    • Allows allows enemy to be grabbed if they are on the ground, although this can be tech'd, and unlike in BlazBlue, does scaled damage. Only really usable as a cheeky way to do an unburstable ender into beast (although note that anyone pressing burst will tech a grab too due to the inputs)

  • Not really a great use of meter, but can be used as extra damage in a pinch

Pain incoming
I've changed my mind (or have I?)
Up here!
Down here!
Comin' through!