Key neutral tools

As with most characters, Labrys aims to get into mid-close range and start pressure from neutral, although given her lacklustre pressure, staying in the mid range and fishing for a confirm works too. The tools listed here cover her main ways of achieving these goals, however their usefulness can vary based on an opponent's character and playstyle, so make sure to adjust accordingly.

j.B

One of Labrys' best buttons, and a major reason that she's a force to be reckoned with in neutral. Has excellent range, and covers both above and below Labrys, with a slight backwards hitbox below her. Provides great control over space, and can be used both offensively and defensively, with solid confirm options on crouch and counterhit (both air and ground), and situationally can confirm without either. To unlock its true power, use it after an IAD - which on Labrys is fast and low - to hit opponents over half a screen away in a way that's hard to 2B.

That being said, at 15F startup, it is on the slower side, so will lose in a lot of air-to-air situations. Similarly, it will lose to 2Bs with decent head invuln frames and hitboxes, or if Labrys is careless/obvious in her approach. However, should you sufficiently condition people to 2B, you can then counter this, e.g. by not IAD'ing and punishing, or using j.214A as a delay.

With the changes to j.A in 2.5 (13F to 11F startup), it is sometimes correct to use that instead, especially if you know you're going to get close to the opponent or to ward off faster approaches. It is also worth considering j.2B on IAD for improved blockstun and slightly increased horizontal range, but that comes with worse coverage below and behind, as well as slower startup at 18F.

5A

Solid button to press on ground approach, either standing or after a dash (with the dash slide extending what is already a good hitbox. Relatively low commitment, although with 19F recovery, should still be used with care. Very good way to punish people who like to run up and 2B pre-emptively, and also decent at destroying personas as it allows for jump cancel on block.

5B/2B

Higher commitment buttons with impressive hitboxes as well as options on block, but slightly higher recovery (25/26F on 5B/2B respectively). 2B also functions surprisingly well on grounded opponents due to the hitbox and the way it moves Labrys forward. 5B will also out-range a lot of persona normals on other characters, so don't forget it exists if an opponent gets to trigger happy with persona normals in the mid range. Pair either of these with a micro-dash for incredible range.

236A/B/AB

Chain knuckle is a great way to deal with a grounded opponent - will destroy personas, forces fatal with full fatal confirms anywhere on the screen, and on block will get you in with a decent mixup. The A version is probably not worth using over the other tools Labrys has that covers the same range, but the B and SB versions cover the screen relatively quickly, and will shut down anyone attempting to dash in. SB also has projectile invuln from frame 9 until the end of startup along with the chain moving faster, and the winch dash on all versions is fully projectile invulnerable until she stops moving forward or attacks, making this a reliable way of dealing with projectiles.

However, the downside is how badly things go if an opponent jumps over this - B and SB chain knuckle have 41F of recovery on whiff (not counting the time it takes travelling across the screen while starting up), meaning you're incredibly likely to get counterhit. Use with caution.

5C

Labrys technically has 3 grounded persona normals (5C/2C/5D), but 5C has the most practical use in neutral. It covers a lot of space for a very long period of time, effectively preventing all ground approaches, and any lower air approaches too. It will also usually catch those trying to roll (including if they reach slightly behind Labrys), and is an excellent tool for destroying personas from a safe distance, after which you can also cancel into specials.

It does sadly have a lot of startup (31F close, 35F far) and recovery (around 30F after the move comes out), so it should only be used with good confidence that it will hit something or force block.

As for 2C in neutral, with the persona change, it may be worth considering vs characters that like to stay above Labrys' head or do air delays due to how high up it hits. It may still get destroyed before the high hitbox appears though. 5D is both slower and has less range than 5C, although 5DD can keep characters away for longer if she really needs some time (e.g. to DP, to let an enemy install run out, play the timer etc.)

j.D

A good button to use if you need some space or need to prevent projectiles from hitting Labrys for a bit. Typically used after an IABD to keep it low to the ground and reduce recovery (which is until landing plus a few frames). Very few things can get through the gears once they're out, and they'll prevent most conventional approaches and give Labrys the initiative. Incredible amount of hitstun on counterhit.

However, be aware that it does take a while to come out, with the first gear only appearing at frame 33. If you do this too close to an aggressive opponent, you are likely to get hit anyway, especially as Labrys doesn't go far during her air dashes.

236C/D

The reduced recovery on C and D version make this a lot more viable than it used to be. So much so that it's not unreasonable to say that you should be using this any time it is safe to do so. C version now travels in an arc, making most grounded approaches safe, and restricting the ability of an opponent to lock you down as it curves around behind them. D version is still slow, but also provides a strong presence on approach and block. It is actually possible to use C version over and over in a way that will block (almost) all projectiles from ever reaching Labrys, or to cover her for long enough to use D version safely.

Do remember that Ariadne is only projectile invulnerable, so the move is dangerous to use if the opponent is in IAD range. If the persona gets destroyed, it will destroy the orb too if done early enough in the move.

22X/22AB

Excellent hitbox, and reaches the full height of most character's jumps. Ariadne is now invulnerable too, making this slightly safer to do than previously. However, doesn't cover much of the screen horizontally. To make up for this, 22AB now tracks opponents and will catch any movements slower than dashes, and has much lower startup than the other versions, which will catch many opponents off guard. After 22AB, it is also possible to guard those who IAD looking to punish Labrys and laugh as the spike punishes them. Also be aware that once the spike hits, it will persist even if Labrys gets hit, making trades work in her favour.

Slower than orb, not that imposing, and locks you out of Ariadne, so only do a normal version in neutral if you're calling out a specific behaviour. 22AB, although fast, also needs to last long enough to come out, so it's not automatically a free neutral win - smart opponents will also figure out they can just dash (air or ground)/super jump to nullify its effects, so be ready to apply your own pressure too.

Honourable mention: 2AB

While not something you should be pressing in neutral for no reason due to the relatively high startup and recovery for a sweep, it does have a generous hitbox and moves Labrys forward. It is also chest invuln from frame 4, making it a notable answer to some of the more obnoxious neutral tools in the higher tiers, including Narukami 5B, Mitsuru 5A, Margaret 5A and 5C etc. Also surprisingly good at catching people who are dashing in due to the forward movement.

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