Specials

DP

  • Increased blockstun and pushback when blocked

    • Makes punishing her dp more awkward, but most characters will still get a full punish

  • When armour is active, hitstop on Labrys is a set value per hit

    • This is a change from the hitstop being based on the type of attack hitting Labrys, which means that in most situations, the hitstop is less than before. This is however not true against multi-hit attacks, which can permanently lock Labrys in place if they are fast enough, granting enough time to find the correct response (usually an invulnerable attack of their own, or even blocking in some circumstances). Practically, this means that Labrys DP is roughly as unusable as it was before, with some circumstances where it is better, and some where it is worse

  • Untech time increased, but wallbounce changed on uncharged CH

    • Effectively means Labrys no longer gets a combo on CH unless it's charged

    • She does however get a safejump on CH - by starting an IAD the moment the opponent hits the ground, it is possible for Labrys to get a safejump j.B/j.2B (see Safejump setups for an explanation of how Labrys' safejump works)

Chain knuckle follow-ups

  • Fatal counter state removed on recovery

    • Makes going low (B follow-up) slightly less dangerous, but at -6 it's still punishable by many characters

A guillotine

  • Significantly reduced proration, allowing for full follow-ups after hit into spike, and allowing it to be part of the OMC route and BnB into beast again (was possible in P4A, but was not possible in 1.1)

  • Improved frame difference from -5 to -2, but still not your turn if you do it.

SB guillotine

  • Reduced startup

    • Allows it to be used from sweep, creating 25sp routes that have large axe level increases from any ground hit

  • Adjusted blowback, increased untech time

    • Now causes opponents to bounce very high, allows for new routes and sideswaps

Weaver's Art: Sword

  • Persona is now invuln on all versions - mostly useful for SB spike

  • SB is now only available by pressing 22AB. It has reduced startup and tracks the opponent (tracking is relatively good, can be avoided by dashing or superjumping, but will catch pretty much anything else). Is now a solid neutral tool if you can get it out, and very hard to punish Also provides a way to hit someone at full screen, which Labrys didn't have before.

SB Air guillotine

  • Retains guard point until the second hit now instead of just the first, slightly improves it as an air-to-air option, but still loses to anti-airs once you enter the third part

Weaver's Art: Orb

  • Reduced recovery makes it more viable to throw these out - you can pretty much spam C version in a way that means you cannot be approached or hit with low level projectiles

  • Ariadne is invulnerable to projectiles, but can still be hit by strikes

  • C orb now travels in an arc that returns - covers air height when leaving and ground height when returning. Is probably the better option in neutral. Will disappear if it goes offstage though

  • D and SB are now considered separate attacks, no current known use for this

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