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
Powered by GitBook
On this page
  1. General information
  2. Move rundown
  3. Supers

Brutal Impact

PreviousWeaver's Art: Breaking WheelNextSystem mechanics and information

Last updated 1 year ago

  • [~100F startup (~18 after flash) / 6F Active / 88F recovery]

  • Unblockable

  • Incredibly high damage, but can be rolled/dp'd after the superflash, no matter the situation

  • Has guard point from first frame until after the active frames

    • Attempting to attack Labrys in any way before the super flash (including grabs, persona moves) will trigger a counter that immediately causes Labrys to reach the super flash

    • If Labrys is attacked before frame 19, Labrys must continue startup until frame 19 of startup is reached (axe brought fully back), at which point the super flash will occur

    • Still easy to recover and roll/dp/super back even if the counter is triggered

  • Not a combo tool as of 2.5, and still bad despite the buffs. Can be used in ultra specific scenarios, and is therefore not a serious part of her gameplan outside of s.type using this for an unblockable

  • Hitbox can be extended by hitting a persona, making the area very dangerous for an unwary opponent

  • Timer does not decrease while Labrys has guard point, so cannot be used to scum the timer

  • Same as A version, but Labrys will travel forwards enough to hit fullscreen opponents

  • This travel time takes the same amount of time no matter the distance travelled

  • Gives enemies a little bit of extra time to react

  • Does more damage

  • Takes 4 seconds to charge up if not triggered

    • Button can be held to make it take longer, but cannot delay once it has been triggered

  • Axe level reset to 0 after move finishes

  • B version, but does more damage

  • 12,000 on non-CH in red axe (6000 in green)

  • Press this if you don't feel like playing any more, you'll either win in one hit or lose

  • Axe level reset to 0 after the move finishes

Hope you weren't planning on living
Nowhere to run
Button check, fail and you lose