System mechanics and information

[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
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