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

  • 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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