# System mechanics and information

{% tabs %}
{% tab title="AoA" %}
![Watch your head!](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2F5KZVhiTQ3ucy5DBLlWZo%2FP4U2R_Labrys_AoA_Hitbox.png?alt=media\&token=b7e533d2-aa62-40d6-970c-5ad185f123d9)

* \[27F Startup / 4F Active / 33F Recovery / -18 On Block]
* Hits overhead, faster than A guillotine if close
* Guard point from frame 10-27, does not have CH recovery
* Use sparingly as a way of varing the rhythm of your pressure, or calling out mash in specific places
* Hits less far than the axe goes, and has less range than 5B, be careful using this after longer range normals
* Weak confirm into knockdown midscreen, excellent damage in the corner (above 3.5-4k meterless, over 5k with meter)
* Can technically be confirmed into on combo, but is never optimal to do so
  {% endtab %}

{% tab title="Sweep" %}
![Watch your feet!](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FwgHAhHEJpU5pjqmYjSr1%2Fimage.png?alt=media\&token=d8405fb3-6491-4fc6-916e-f8381c93d739)

* \[15F Startup / 3F Active / 20F Recovery / -6 On Block]
* Chest invuln frame 4-17
  * Decent for hitting chest attribute moves like Mitsuru 5A or Margaret 5C
  * Otherwise not great for low-profiling due to Labrys' hurtbox
* Unsafe on block if done in grab range or instant blocked
* Only blockstrings into A guillotine, can frametrap into other things
* Great in combo
  {% endtab %}

{% tab title="Throws" %}

## Ground throw

![I've gotcha now](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FcKnmQyM5mobtzWK63aYY%2Fimage.png?alt=media\&token=a517aac7-1118-4ef8-9e31-6f4942e963c0)

* \[5F startup / 3F Active / 19F Recovery]
* High damage throw (1680 in red axe)
* Keeps Labrys relatively stationary
* Can be combo'd meterless on fatal or red axe CH
* Red axe CH conveys fatal counter status on the combo (extra hitstun)
  * Requires specific routes due to high P2 value

## Air throw

![Headbuttin' time](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FGqWBJhUQ60PwDvYnbOy2%2Fimage.png?alt=media\&token=1d4f4eca-fe11-4fab-826c-a5ba8de31151)

* \[4F startup / 3F Active / 19F Recovery]
* Standard persona air grab, hits farther than you think
* Causes wallbounce in corner, allowing for followups with j.C
* As of 2.5, can dash afterwards if haven't dashed already, allowing for improved neutral status midscreen, or spicier combos in the corner with j.2B
  {% endtab %}

{% tab title="Guard cancel" %}
![Get off me](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FsdfzvDnUhR9OgP8nUH9e%2FP4U2R_Labrys_5AAA_Shadow_Hitbox.png?alt=media\&token=095212a1-309a-486b-aff7-22142fac2253)

* \[19F Startup / 4F Active / 25F Recovery / -12 On Block]
* Guard point frames 1-21
* Uses the 5AAA animation from P4A, good hitbox covering both in front and above Labrys, as well as slightly behind her
* Somewhat slow for a guard cancel however
  {% endtab %}

{% tab title="Instant kill" %}

## Weaver's Art: Inquisition

![Bet you weren't expecting this](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FIeLu3y10LwUXT6o7TmPh%2Fimage.png?alt=media\&token=2d00d192-816f-4a83-a426-9fb9e97a02f8)

* \[60F Startup / Active until hit / 114F Recovery / -37 On Block]
* Passable IK that can be used for punishing certain supers, even at fullscreen
* Takes time to travel across the screen, hits slightly behind Labrys
* Does not hit crouchers
* Like all IKs, cannot be combo'd into
  {% endtab %}
  {% endtabs %}

{% tabs %}
{% tab title="General information" %}
![Heavy robot (must be her big heart)](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FOSxlbhNTCMD1fzSF1Aq3%2Fimage.png?alt=media\&token=85f0ec72-f8f0-42f9-a931-9134032f982a)

* 9500 health (average)
  * Struggles harder than most to enter awakening willingly due to very slow dp
* 21F backdash (fast, but short), 1-6F invuln
* System standard roll/guard cancel roll
* System standard short hop
  * Decent options with j.2B available, and air guillotine to hit high
* 60% combo rate (tied lowest in game, means damage is front-loaded, also means enemy burst returns relatively quickly)
* Low jumps and short airdashes, not floaty at all
  * Poor as movement, but allows for simple safejump and keeps Labrys close to the ground for IABD/IAD
  * Notably different to Shadow Labrys, who is the opposite
* 3 persona cards
  * Quite problematic in 2.5, very easy to get persona broken
  * But equally, comes back quickly, and Labrys can usually combo without a persona, and neutral is mostly unaffected
    {% endtab %}
    {% endtabs %}


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