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. Notable changes from 1.1

Axe mechanic

A welcome improvement! Now no longer punishes you for not constantly winning.

PreviousSupersNextMove rundown

Last updated 1 year ago

Full information about axe level mechanics can be found . Credit to Hero for putting this together!

For reference, the ranges are as follows:

Colour
Range
Size of range

Grey

0-700

700

Blue

701-1398

697

Green

1399-2598

1199

Yellow

2599-3298

699

Red

3299-4000

701

Axe gauge

  • Base axe level is now green (from blue)

    • Honestly not sure why it was blue to begin with in 1.1, adds to consistency

    • It's slightly below the middle of green (1800, "middle" of green range is 2000)

  • Axe level reduction from getting hit lowered

    • Means you can take a short combo and remain in red/yellow

    • Loss of 2 per frame while in combo, but not during hitstop, now takes 5.84 seconds of being comboed to go from the top of red (4000) to yellow (3298).

  • Axe gauge reduction due to time decreased

    • The natural drift downwards when above green is slower - actually means you can outpace this drift purely by whiffing moves. Not something you can do in practice but the effect is noticable.

    • Passive drift towards 1800 is 1 per frame, regardless of direction - in effect, this means you can spend 11.86 seconds in red doing nothing before it becomes yellow, if you start at the top of red (4000)

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