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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  • Weaver's Art: Beast
  • Brutal Impact
  1. General information
  2. Notable changes from 1.1

Supers

Weaver's Art: Beast

  • All versions will now land if the first hit lands (used to have situations where the first hit would connect, but the final hits wouldn't)

  • C version increases axe level by approximately 0.5 stages (300 on the second and third hits)

    • Makes is a strong option to use instead of OMC if looking to spend 50 meter

    • Also leads into safejump

  • D version damaged reduced (minimum damage down from 2760 to 2160)

  • SB version increases axe level by approximately 1.5 stages (1100/1200 on the final 11/12 hits), and has hard knockdown with a lot of lead time

    • Decent way to spend 75 meter to gain axe level

    • Knockdown allows for strong left/right high/low mixup game, as well as SB spike shenanigans, or at the very least, safejump

Brutal Impact

  • The counter activation (guard point that causes the attack to reach the super flash portion immediately if attacked in any way) now occurs from frame 1

    • Still has very long startup after superflash that can be rolled, meaning this super is about as useless as before

    • Must still complete initial startup even if counter is triggered

  • Proration also increased massively

    • No longer viable in combo, although those routes were never used anyway

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Last updated 2 months ago