P4U2R Labrys Guide
  • šŸ“˜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. Supers

Weaver's Art: Beast

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Last updated 1 year ago

  • [4 (+39 flash) + 9F startup / until hit, 6, 9F active / 33F + 14F landing recovery / -43 On block]

  • Guard point instead of invuln from frame 1 until the end of active frames, makes it somewhat poor as a reversal

  • 3 hit super, actually one of Labrys' fastest moves at 13F, although has travel time

    • 1st hit is the bull, which moves across the ground at about dash speed until it collides with a player or reaches the edge of the screen

    • 2nd hit a rising attack from Labrys

    • 3rd hit is the final part of the rising attack

  • Decent minimum damage (1,260 in red axe)

  • Will give hard knockdown into safejump. Does have possibility for meterless combo if it hits very late and high on the third hitbox, hard to force this however, and will be a heavily scaled combo

    • Currently bugged - when done in yellow, will not give knockdown and opponent will be able to air tech just above the ground in most scenarios

  • Can be combo'd with OMC or OMB, but has high proration, so not advised unless necessary

  • Much more stable super than D Beast due to faster startup. Will work in combos with very high scaling, and is more lenient with timing.

  • Fatal recovery, don't whiff this, although can OMC or OMB if really needed to remain plus

  • [4 (+55 flash) + 12F startup / until hit, 6, 8x3F active / 29F + 19F landing recovery / -59 On block]

  • Same as C beast, except has longer startup, but does a lot more damage (at all axe level), with a minimum damage of 2,160 in red axe. This is less than in 1.1, and minimum damage is reached more quickly, but it's still solid

  • Will release opponent high in the air

  • Much harder to link in combos, but doable with practice from air guillotine

  • Ground portion moves faster than C once moving, but not recommended to do this full screen regardless

  • Resets axe level to 0, even after round end or if OMC'd/OMB'd early

  • Fatal recovery, but you shouldn't have to worry about that

  • [4 (+39 flash) + 9F startup / until hit, 6, 11x3F active / 56F + 19F landing recovery / -95 On block]

  • Startup of C version, and incredibly fast ground movement speed makes it semi-viable as a reversal/full screen punish

  • Will usually increase axe level by 1-2 levels, and is often worth the cashout if in green or low yellow

    • Axe level gained is 100 per hit after the first, occuring 11 or 12 times

    • Below green, it's usually just faster to do setups and pressure due to the natural increase to green, and the fact that the passive increase is paused during any version of beast.

  • Does either equal to or slightly more damage than C beast, so if you're trying to close out a round, use this.

    • The extra hit that gives more damage usually occurs if opponent is close to the ground, and will result in 13 hits instead of 12, and around 100-150 more damage in red

  • Leads into very hard knockdown, allowing for safejump or string/orb setups that can be done safely

  • Also easy to combo into due to the C beast startup time

  • Incredibly awkward to punish due to the way this move leaves Labrys hanging in the air, you may get lucky until an opponent figures out the timing on whiff. Does have fatal recovery if they manage to do it properly though

2nd and 3rd hits will usually increase axe level by 1, as long as Labrys isn't near the bottom of an axe level (+300 per hit, see for level boundaries)

here
When you mess with the bull, you get the horns
Here's some more
Big damageā„¢ incoming
Big damageā„¢ delivered
Does not give axe meter
Gives all the axe meter