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
      • Narukami
      • Rise
      • Shabrys
      • Sho
      • Teddie
      • Yosuke
      • Yukari
      • Yukiko
  • 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

Normals

PreviousNotable changes from 1.1NextSpecials

Last updated 1 year ago

CtrlK
  • 5A
  • 5AAA
  • 2B
  • j.A
  • j.BB and j.2B
  • AoA
  • Grabs

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

    • Pushes it into range to create fuzzy situations - see fuzzy setups

    • 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