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
Powered by GitBook
On this page
  • 5A
  • 5AAA
  • 2B
  • j.A
  • j.BB and j.2B
  • AoA
  • Grabs
  1. General information
  2. Notable changes from 1.1

Normals

5A

  • Adjusted float on hit to make 5AA connect more easily

    • Still possible for 5A to hit and 5AA to whiff, but less likely

    • 5A > 2B will always work and is still the correct confirm for very high hitting 5As

5AAA

  • Can be cancelled into sweep and hop

    • Sweep useful to extend pressure/surprise people

    • Hop can be used both to extend pressure and for combos in yellow and red axe

  • 2nd hit can be cancelled into skills

    • Air guillotine can be used her to either end the combo early on hit or as part of a high/low mixup (OMC required to make it safe/threaten the low)

    • Can actually be done on the first hit too, but not in patch notes

2B

  • Can be dash cancelled

    • Works roughly the same as 5B, in that it's very minus if done normally, and very slightly plus (+1) on half-charge

    • Most players are used to disrespecting dash cancels or charges, but if you pull it off, it can be used to reset pressure/get in for a grab, which may beat out characters with slower mash normals

  • Charged 2B has increased untechable time and adjusted blowback

    • Used in niche combos

  • Charged 2B has head attribute invulnerability

    • Maintains head invuln for the entire time you charge it, can be used to deal with those who use stalls in the air to delay falling normals or anti-anti-airs such as Adachi j.2D

j.A

  • Startup decreased from 11 to 9 frames

    • Still slow for how small the move is, but does make it a good move to press when falling above an opponent

    • Makes 236A > winch dash > jc j.A possible, which is used in many routes

    • Also allows for 5A > j.A against non-standing opponents in some scenarios

j.BB and j.2B

  • Increased untech time, but not on wallbounce

    • A change to how the untech time works for these moves - some old combos won't work but some new ones will

  • j.2B Can now be performed with diagonal inputs

    • Makes IAD j.2B routes easier

AoA

  • Strike armour occurs sooner

    • Makes it slightly more viable as a frametrap/a way to call out mashing

  • Increased recovery time, and no longer CH state in second part of the move

    • Roughly balances out the global system change that gives these more pushback - punishing all out attacks will require an opponent to use a move that moves them forward, larger persona normals, or perfect block and dash timing. Still not a great mixup, and should be used sparingly

Grabs

  • Can now super from grabs (for Labrys, any version of beast, or for 100SP, gears > sweep > beast), very high proration, so not much to be gained from this change.

  • Air grab can now be air dashed after hitting. Use midscreen to close the gap, or use in the corner to extend the combo with j.2B

PreviousNotable changes from 1.1NextSpecials

Last updated 1 year ago

Pushes it into range to create fuzzy situations - see

fuzzy setups