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

System mechanics and information

PreviousBrutal ImpactNextKey neutral tools

Last updated 1 year ago

  • [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

  • [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

Ground throw

  • [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

  • [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

  • [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

Weaver's Art: Inquisition

  • [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

  • 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

Watch your head!
Watch your feet!
I've gotcha now
Headbuttin' time
Get off me
Bet you weren't expecting this
Heavy robot (must be her big heart)