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

Weaver's Art: Sword

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Last updated 1 year ago

  • [82F Startup / 14F Active / 38F Recovery]

  • Labrys plants a spike into the ground, and is free to move around before it comes up after a fixed period of time

  • The button used reflects the distance from Labrys, with A the closest and D the farthest, with D appearing at about 80% of full screen

  • Ariadne is invulnerable the entire time she's out, but can still be broken if Labrys is hit

  • Usually done from sweep, with A, B or C versions depending on distance

    • Allows for:

      • 5A meaty

      • Sweep/2A low

      • A guillotine high

      • Grab (before it hits, doesn't combo)

      • Left/right mixes

  • Must condition an opponent with the 5A meaty before attempting anything else, as it will not meaty and can be rolled/backdashed

  • Surprisingly large and high-hitting hitbox

  • Very easy to combo from on hit, and leads into charge 5B routes

  • Opponent can be pushed around by running into them while they're getting hit - this can push them closer to the corner, or even into corner-combo range. Also helps with any follow-ups

  • Note that hitting someone out of a spike hit will repel Labrys away from the opponent based on currently unknown factors. Dashing into the opponent as far as you can before hitting them seems to help with this and will allow combos to land without issue, just don't dash for so long that your charge 5B doesn't connect in time

  • [66F Startup / 14F Active / 38F Recovery]

  • No frame data for this one yet, but effectively comes out faster and Labrys also moves faster, so less risky to use in neutral

  • Tracks opponents, but will not catch most characters if they dash

  • Strong option in neutral, and on block, will allow you to run in and pressure, and Ariadne is invulnerable, so cannot be stopped once Labrys recovers

    • Means if you use it then block, you will sometimes hit people attempting to punish

  • Only move that Labrys has the hits fullscreen

  • One of the strongest additions to Labrys' neutral game in 2.5, use this to lock people down for approaches to to punish setups

  • Reduced startup allows for tricky mixups, can be used safely after SB beast

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