Weaver's Art: Sword

  • [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

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