Defensive tools

Oh no...

This is the weakest part of Labrys' game, and most of the reason that she will struggle against high tiers or anyone who knows how to take advantage of this weakness. Long story short - with her dp and super having super armour instead of invulnerability, she has no real way to reversal people outside of awakening. This means that she is overly reliant on either blocking correctly for extended periods of time, or using system mechanics, and neither of these are ideal. Do note that her axe level actually won't go down when in blockstun, so being patient isn't as bad as it feels.

To sum up her defensive options:

DP

Has been improved in multiple ways (improved blockstun, pushback) since 1.1, but is still dire, and the changes have actually worsened the move in some scenarios.

To start with, the move is 26 frames, more than double the standard 10 for a DP. Combined with this, any time a move would have hit Labrys (of any kind, including projectiles and throws), Labrys is paused in hitstop for a fixed period of time per hit. This fixed period is sometimes less than the natural blockstun, but not always, which can cause multi-hit attacks to permanently lock Labrys in place, giving the opponent time to block. In fact, all characters can attempt to throw Labrys, and if Labrys DP's, the opponent has time to block!

Equally, the fact that all attacks count as getting blocked means that opponents have the option to DP in return, OMC, or super. All of these are unlikely to end well for Labrys, although note that she can continue to charge DP, with may beat other dps and supers. On charged hit, she will also get a full combo, otherwise on normal counterhit she can get a safejump/C beast. Fully charged can be used as a knowledge check - but don't expect this to work more than once.

Overall, this is really bad as a reversal, and should be avoided unless expecting specific options that will lose to this. One saving grace is that it blockstrings into gears on block, so be ready to do that if you DP in awakening. Also, the horizontal range can catch some by surprise, meaning you can DP options usually used to space away from DP (Adachi 2D, Marg God's hand, Ken/Mitsuru pressure etc.). Just remember that the vertical reach is bad, so any sort of jump will also make your DP whiff.

Where this move does do well is as an answer to supers, but do be aware that opponents may be able to OMC in this scenario. It can also be used to bait blue bursts, either on landing spike or mid-combo (naturally in the 5B punish), but it's incredibly risk for what is usually a very small reward.

Beast supers

C beast

13F startup, which is still slower than most DPs, but workable, and very large hitbox. Unfortunately, it's also guard point, and has full hitstop, giving anyone ample time to OMC and block. Most characters will be unable to dp or super through it though.

Travels decently fast across the screen, but not a serious fullscreen answer

SB beast

The same as C Beast, but travels much faster across the screen, which can save you in some scenarios, and act as a full screen punish in others. Also very hard to punish due to the way Labrys falls, and very good on hit. Still very risky.

Gears supers

While only available in awakening, is fully invulnerable. At 16F of startup, not that fast or slow, but definitely functional. Solid hitbox that stays out no matter what happens to Labrys. On hit, allows for a short combo into beast. On block, Labrys is very plus (+21 or greater), and can sideswap/go for a high/low.

C version has the gears appear directly in front of Labrys, and in general is safe to use in the corner. Using it midscreen leaves her vulnerable to rolls (the gears count as projectile) and opponents jumping over her. At some point, opponents will start to jump away before you even do this move, allowing you to leave the corner without even having to use it.

New to 2.5 - you can now do a full confirm off of a gears hit when Labrys is in the corner, does 4k meterless (after the 50sp for gears of course)!

D version is the same as C version, but the gears appear half-screen away from Labrys. This is good for hitting zoners or locking down those who have jumped away.

SB in general is not worth using, but does provide a lot of blockstun and covers a lot of ground.

Do note that this super locks Labrys in place for a very long time, and therefore leaves her vulnerable to some of the faster Instant Kills. Will also lose to longer supers and command grabs that give the user invuln.

Also, this is fully punishable meterless by the whole cast after superflash (by jumping out, as there's still time to do so), so use sparingly, especially if there's a good chance the opponent knows this. Does require the opponent to be on the ground as the superflash happens though.

Brutal impact

Now that this can be triggered from frame 1 (albeit with a delay while it reaches the previous counter trigger point), it is slightly more viable than before. That is to say, not really viable at all. Only available in awakening, and having all the weaknesses of guard point supers, this is either a specific response to supers or a knowledge check. Can be rolled in response to the super flash for a guaranteed way to avoid this.

A version does the least damage and does not travel towards the opponent, but is somewhat fast and doesn't take axe level. B and SB travel towards the opponent (with a little bit of extra startup), and do more damage. This damage is usually enough to end the round instantly, but due to the weaknesses, it unlikely to ever land against an knowledgeable opponent.

System mechanics

Guard cancel attack

Slow like most guard cancels, but good range/pushback. Is -12, so can potentially dp those trying to punish with slower moves.

Guard cancel roll

Relatively small range, but still quite long due to the mechanic, and one of the safer ways for Labrys to leave pressure.

Throw/OS

One of the better ways Labrys can leave pressure due to the universal fast startup of throws. Learn the 171CD OS if you can, but just doing upback grab is fine, and gives you the option of air dash/air dash j.B afterwards.

Gold burst

Needs to be timed frame-perfectly against meaties, but otherwise a strong option if you don't mind spending your burst. On hit, you'll gain 100SP and can either set up a projectile or approach for free. On block, you'll be plus as gold burst is +2, meaning that it is your turn in most scenarios (but be aware of those who IB or have faster normals than you).

Last updated