Chain knuckle logic

How is she grabbing with a fist?

First off - for details of how chain knuckle and its follow ups actually work, please make sure you've fully read the descriptions in the move rundown section. This goes for veteran Labrys players as well - you may be surprised by what is actually possible!

Now, let's get into the different levels of using her options

Level 1

When you first start using chain knuckle, you can use it as a simple high/low. As a quick reminder:

  • The high is not a blockstring (at close range, which is where it will be in pressure), but is quite fast. On hit, you get A guillotine only, and on block, your only real options are to either A or B guillotine to make it safe.

  • The low is a blockstring, but is also unsafe(ish) on block, with no possible followups to make it safe, and requires OMC/super to combo

Therefore, the general idea is to go for the high most of the time as it is the safer option with better results. This will condition most players to block this high. Rarely sprinkle in a few lows when you really need a hit and have the meter to deal with what happens (OMC > 5A will blockstring on block and confirm on hit). Don't always go for low when you have meter, that will make you predictable.

Finally, some players will start to figure out that they can dp/roll the high, at which point you can either not winch yourself in (-1, pressure reset) or winch yourself in then hold block, which will block most dps or give you time to punish a roll.

Level 2

Now we have evolved from P4A Labrys, who literally only had the above options. Time to start throwing in the other options available on braking (invoked either manually or naturally if the opponent is reached), which are:

  • Grabbing - will hit those who are too respectful or are trying really hard to react to the high/low, and adds another dimension to the mixup. Need to be careful not to do it while the enemy is still in blockstun. Can be dp'd though.

  • Jumping - will deal with some dp's, and effectively gives you a slightly advantaged jump that will punish anyone who tries to press something (expecting the brake > block) or grab (expecting pressure reset/grab).

The direction you choose to jump affects what you can do - jumping upwards is generally safe and allow for a j.B. Jumping forwards allows you to chase down anyone who tries to leave, makes confirms easier and may even lead to cross-ups. Jumping backwards keeps you very safe from large dps and supers - you can even IABD if you really want to leave. Consider j.A in the corner also, which may beat people trying to OS/jump out

Level 3

Now we're getting funky and playing on the fact that one move can threaten all of the above. Once an enemy is conditioned/wary, start throwing these options in:

  • Block into pressure reset - simply 2A/5A after an empty winch dash. This loses to mashing/grabs/dps, but hopefully your opponent is too scared to do that at this point. Enjoy your pressure.

  • OS baiting - use enough throws/non Level 1 options and your opponent may try to OS. Deal with this either with an upwards jump j.B on brake, or brake into a 2B. Level 1 options work for this too!

  • Early brake cross-up/special - if you're far enough away, you can brake early and jump cancel for a strong aerial approach. The frame advantage on this is good if done right, and it done at the right range, can crossup (or fake a crossup). Cancelling into orb/guillotine axe will also be unexpected and have an unknown tempo, give it a try and see what opens people up!

Last updated