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

Guillotine Aerial

PreviousGuillotine AxeNextWeaver's Art: Sword

Last updated 5 months ago

  • [12F Startup / 2/until landing/10F Active / 35F Recovery / -13/-6 On Block]

  • Move has 3 parts:

    • First spin part, knocks opponent downwards slowly with small bounce if OMC'd, starts frame 12 with 2 active frames

    • Falling part, starts frame 18 and continues until landing, imparts fast downward momentum to both Labrys and opponent

    • Ground slam, has two variants based on how long the second part occurs before Labrys impacts something, neither of which counts as an axe move

      • If Labrys impacts something quickly (i.e comboing from the previous hit or not that far above the opponent/ground) after the falling part starts, the ground slam creates a small shockwave (actually a projectile) that bounces opponents up a small amount, and hits pretty much exactly where the axe hits

      • If Labrys does not impact something quickly after the falling part starts (far above opponent/ground, or hitstop occurs during this point), the ground slam creates a large shockwave (extends about half a character width away from the axe) that does higher damage, and will cause a large, comboable groundbounce

  • Only the second part of the move is a high

  • Both the first and second part force crouch on hit

  • Labrys is considered grounded before the ground slam occurs, and can therefore super cancel before it comes out. This is bad and will make you drop combos, and means you must time your supers well when comboing from this

  • Good as an anti-anti air, but can still be hit by 2Bs as both the first and second (second to be confirmed) parts are head attribute

  • The two on block values represent the values for the small shockwave, then the large shockwave. You can tell which shockwave occured by the amount of screen shake that occurs (or by getting a good feel for the required height and therefore knowing beforehand)

  • Generally, the required height for a the large shockwave is about double jump height

​​​​​​

  • [17F Startup / 3/until landing/10F Active / 30F Recovery / -8/-1 On Block]

  • See A version for details of how the move works and how to read the frame info above

  • Effectively A version, but slower startup, slightly more active for the first hit, and 5 fewer recovery frames

  • Also does more damage than A version

  • Should always be used in combo over A version unless persona broken, in which case A version may be needed

  • All versions fall at the same speed

  • Due to the way the move works and Chie's slightly strange hurtboxes, Labrys can force the large shockwave mid-combo, allowing for slightly extended combos.

    • Effectively, you can combo 2B into sj air turn j.C > j.214B > 2B > j.B > j.B > j.C > j.214B > 236236D

    • Works on the crouch confirm, even from j.B

    • Is relatively hard to do, and sometimes Chie will get hit by the shockwave early, meaning you have to 2B early on follow-up and sj after to combo

  • [12F Startup / 2/until landing/10F Active / 25F Recovery / -3/+4 On Block]

  • See A version for details of how the move works and how to read the frame info above

  • Startup of A version, but with guard point until the start of the 2nd hit (1-17)

    • Good against people who like to leave you in the air and pressure you

    • Armour does not work against supers

  • 5 fewer recovery frames than B version, meaning it's +4 On Block with the large shockwave. This will surprise anyone who doesn't already know this, likely netting you a hit when they mash, just make sure you got the large shockwave (greater screen shake, or you had enough height)

See as an example of how to use it in this way

this clip
The cutest divebomb
For when you really need to win that air-to-air