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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On this page
  • Combo notes
  • Unique responses and punishes
  • Overview and tips
  • Main adjustments to make
  1. Matchup guide
  2. Detailed matchup rundowns (WIP)

Yosuke

Swatting a mosqito with an axe

Combo notes

  • Health: 8,500

  • Fuzzy target

  • Midscreen SB combo doesn’t work normally on him - keep him as low as possible before spike hits, with dash 5A and late sweeps, otherwise must end with sweep immediately after [5B]

Unique responses and punishes

Move
Response/notes

5D/j.D

2B to take the card, then jump cancel. Can use other buttons if preferred, but 2B works best in most cases. Also j.D is head attribute, so you can 2B quite late if you need to.

Specific moves and their responses/counters

Dp punish/autobaits

Super responses/punishes

Any other responses to specials/projectiles/certain pressure strings

Overview and tips

General notes about how you need to play (more aggressive, more patient etc.)

Neutral, pressure (both sides)

Some final quirks that you'll notice in Chie players that you can exploit:

Main adjustments to make

Orb usage

Safejump usage

Dp usage (def + off)

Oki options

j.B usage

Chain knuckle/spike usage

Gears usage

j.D usage

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