Notable changes from 1.1

Labrys has had a rework, and you'll need to rework your brain if you're used to 1.1

This section details the changes from 1.1 to 2.5 (aka the version running on P4U2R) - if you're new to the character, you can safely move on, although you may find this interesting regardless.

The full patch notes can be found here, although notably there are some inaccuracies, specifically:

  • 2C can still be cancelled into mini-jump

  • Hitstop on Labrys during dp is a set amount per hit

  • The persona is not invincible for 236C/D/CD (but is projectile invuln)

General changes

  • In general, the axe mechanic has been made more stable and less punishing, specifically:

    • The base axe level is now green (used to be blue)

    • The axe gauge drift in the downwards direction is now slower when above green

    • The amount of axe gauge lost when taking hits has been decreased

    • It is significantly easier to exchange meter for axe level due to the changes to SB guillotine, and C and SB Beast

  • Her persona is invulnerable until active frames for C normals

  • Proration and damage values have been reworked

    • Minimum and average damage from red-axe D beast has been reduced

    • Minimum and average damage from D best at orange and below has been slightly increased

    • Proration from guillotine and other specials has been reduced

    • SMP and proration values for 5D have been greatly reduced

Main things to consider

In general, Labrys has been reworked to favour consistency over burst damage, with red axe doing significantly lower minimum damage (2160) and SB Beast as a damage tool removed. However, with correct usage of her new tools, her average damage remains approximately the same, albeit taking significantly longer to come out and requiring more from the player in terms of confirms. The proration changes have also made it so many of the older routes are either no longer optimal or even possible (most notably midscreen fatal routes). There are replacements in all cases, but these routes do take longer to do their damage and therefore have a higher risk of getting hit by a blue burst or dropping.

In this way, it is now more beneficial to spend meter to reach red axe than it is to save it for the end of combos where red axe is reached. In practice, this means that going into SB guillotine routes (which have been restored as of this version) is very important, and must be worked into her gameplan. Similarly, C beast now gives significant axe-meter gain, which is roughly equal to the optimal OMC routes. For this reason, it is now correct to use C beast instead of attempting an OMC confirm in some situations, which has the added benefit of a stronger knockdown than air guillotine. Using SB Beast to gain red axe is also worth considering if in high green, as it will take you to red and give you a very favourable knockdown.

Labrys has had a buff to her zoning tools in multiple ways. She finally has a tool to hit someone at full screen (SB spike), and the recovery buff on orb makes it much more usable, although it still cannot be used against anyone with ways to hit you fullscreen.

Overall, I would say that while most of the changes are improvements, a significant trade-off has been made with the loss of D beast's red axe damage. Labrys retains many of her weaknesses (very poor frame data, lack of proper reversals), and will still struggle against high tier characters. That being said, against most of the cast, Labrys is able to use her new tools in a way that should make her more consistent and well-rounded as a character, even if she does have to work a little harder to get her damage out.

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