No edit summary |
|||
Line 100: | Line 100: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=5A | |version=5A | ||
|damage=120/160/200/220/240 | |damage=120/160/200/220/240 |attribute=Body |guard=All | ||
|startup=7 |active=3 |recovery=19 |frameAdv=-7 | |||
|startup=7 | |||
|description= | |description= | ||
Labrys 5A is slow, has short range and doesn't chain into 2A like many other 2As but it has a good amount of hitstun, especially at higher axe levels, and a good hitbox that allows it to be used against both grounded and airborne opponents. | Labrys 5A is slow, has short range and doesn't chain into 2A like many other 2As but it has a good amount of hitstun, especially at higher axe levels, and a good hitbox that allows it to be used against both grounded and airborne opponents. | ||
Line 120: | Line 108: | ||
|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage=240/320/400/440/480 | |damage=240/320/400/440/480 |attribute=Body |guard=All | ||
|startup=11 |active=3 |recovery=20 |frameAdv=-6 | |||
|startup=11 | |||
|description= | |description= | ||
}} | }} | ||
Line 139: | Line 115: | ||
|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200% |attribute=Body |guard=All | ||
|startup=12 |active=2(6)3(10)6 |recovery=30 |frameAdv=-19 | |||
|startup=12 | |||
|description= | |description= | ||
The third hit of Labrys auto combo. It has great corner carry, on both hit and block, while keeping Labrys close to her opponent. | The third hit of Labrys auto combo. It has great corner carry, on both hit and block, while keeping Labrys close to her opponent. | ||
Line 169: | Line 132: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=5A | |version=5A | ||
|damage=120/160/200/220/240 | |damage=120/160/200/220/240 |attribute=Body |guard=All | ||
|startup=7 |active=3 |recovery=19 |frameAdv=-7 | |||
|startup=7 | |||
|description= | |description= | ||
}} | }} | ||
Line 188: | Line 139: | ||
|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage=240/320/400/440/480 | |damage=240/320/400/440/480% |attribute=Body |guard=All | ||
|startup=13 |active=3 |recovery=15 |frameAdv=-1 | |||
|startup=13 | |||
|description= | |description= | ||
}} | }} | ||
Line 208: | Line 146: | ||
|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200 |attribute=Body |guard=All | ||
|startup=22 |active=4 |recovery=23 |frameAdv=-8 | |||
|startup=22 | |||
|description= | |description= | ||
*List what the move is used for | *List what the move is used for | ||
Line 235: | Line 161: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=No Charge | |version=No Charge | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200 |attribute=Body |guard=All | ||
|startup=15 |active=2 |recovery=25 |frameAdv=-8 | |||
|startup=15 | |||
|description= | |description= | ||
*Dash cancel is -3 on block | *Dash cancel is -3 on block | ||
Line 259: | Line 173: | ||
|header=no | |header=no | ||
|version=Half Charge | |version=Half Charge | ||
|damage=900/1200/1500/1650/1800 | |damage=900/1200/1500/1650/1800 |attribute=Body |guard=All | ||
|startup=36-87 |active=2 |recovery=35 |frameAdv=-11 | |||
|startup=36-87 | |||
|description= | |description= | ||
*Dash Cancel is +4 on block | *Dash Cancel is +4 on block | ||
Line 283: | Line 185: | ||
|header=no | |header=no | ||
|version=Full Charge | |version=Full Charge | ||
|damage=900/1200/1500/1650/1800 | |damage=900/1200/1500/1650/1800 |attribute=Body |guard=UB | ||
|startup=120 |active=2 |recovery=25 |frameAdv=-- | |||
|startup=120 | |||
|description= | |description= | ||
The fully charged version is unblockable. However, due to the long startup and being able to react to the flash that occurs when you're performing an unblockable, the fully charged version doesn't currently have any practical uses. | The fully charged version is unblockable. However, due to the long startup and being able to react to the flash that occurs when you're performing an unblockable, the fully charged version doesn't currently have any practical uses. | ||
Line 308: | Line 198: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=160 | |damage=160 |attribute=Leg |guard=L | ||
|startup=7 |active=2 |recovery=14 |frameAdv=-1 | |||
|startup=7 | |||
|description= | |description= | ||
* Chains into itself up to 3 times | * Chains into itself up to 3 times | ||
Line 336: | Line 214: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=No Charge | |version=No Charge | ||
|damage=480/640/800/880/960 | |damage=480/640/800/880/960 |guard=All |attribute=Body | ||
|startup=17 |active=4 |recovery=26 |frameAdv=-11 | |||
|startup=17 | |||
|description= | |description= | ||
* Good Anti-Air | * Good Anti-Air | ||
Line 358: | Line 224: | ||
|header=no | |header=no | ||
|version=Half Charge | |version=Half Charge | ||
|damage=720/960/1200/1320/1440 | |damage=720/960/1200/1320/1440 |guard=All |attribute=Body | ||
|startup=38-93 |active=4 |recovery=34 |frameAdv=-14 | |||
|startup=38-93 | |||
|description= | |description= | ||
}} | }} | ||
Line 377: | Line 231: | ||
|header=no | |header=no | ||
|version=Full Charge | |version=Full Charge | ||
|damage=720/920/1200/1320/1440 | |damage=720/920/1200/1320/1440 |attribute=Body |guard=UB | ||
|startup=120 |active=4 |recovery=34 |frameAdv=-- | |||
|startup=120 | |||
|description= | |description= | ||
The fully charged version is unblockable. However, due to the long startup and being able to react to the flash that occurs when you're performing an unblockable, the fully charged version doesn't currently have any practical uses. | The fully charged version is unblockable. However, due to the long startup and being able to react to the flash that occurs when you're performing an unblockable, the fully charged version doesn't currently have any practical uses. | ||
Line 402: | Line 244: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=300 | |damage=300 |attribute=Head |guard=HA | ||
|startup=11 |active=4 |recovery=6 |frameAdv=- | |||
|startup=11 | |||
|description= | |description= | ||
*List what the move is used for | *List what the move is used for | ||
Line 428: | Line 258: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=360/480/600/660/720 | |damage=360/480/600/660/720 |attribute=Head |guard=HA | ||
|startup=15 |active=4 |recovery=14 |frameAdv=- | |||
|startup=15 | |||
|description= | |description= | ||
One of, if not Labrys' best, poke. It has a wide hitbox and is good for both jump ins and air to airs. Like most jump attacks, predictable j.Bs do lose to 2B Anti-Airs but so long as you aren't being predictable, you'll find this normal to be one of your most valuable tools. | One of, if not Labrys' best, poke. It has a wide hitbox and is good for both jump ins and air to airs. Like most jump attacks, predictable j.Bs do lose to 2B Anti-Airs but so long as you aren't being predictable, you'll find this normal to be one of your most valuable tools. | ||
Line 454: | Line 272: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=j.2B | |version=j.2B | ||
|damage=480/640/800/880/960 | |damage=480/640/800/880/960 |attribute=Head |guard=All | ||
|startup=18 |active=5 |recovery=25 |frameAdv=- | |||
|startup=18 | |||
|description= | |description= | ||
*Causes wall bounce | *Causes wall bounce | ||
Line 476: | Line 282: | ||
|header=no | |header=no | ||
|version=j.BB | |version=j.BB | ||
|damage=480/640/800/880/960 | |damage=480/640/800/880/960 |attribute=Head |guard=All | ||
|startup=13 |active=6 |recovery=22 |frameAdv=- | |||
|startup=13 | |||
|description= | |description= | ||
*Causes wall bounce | *Causes wall bounce | ||
Line 504: | Line 298: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=180/240/300/330/360 | |damage=180/240/300/330/360 |attribute=Body |guard=H | ||
|startup=27 |active=4 |recovery=32 |frameAdv=-17 | |||
|startup=27 | |||
|description= | |description= | ||
Standard all out attack. Has good range compared to most other AoAs but like all AoAs, the startup is slow enough to block high on reaction and it is very punishable on block unless you OMC. Best used very sparingly. | Standard all out attack. Has good range compared to most other AoAs but like all AoAs, the startup is slow enough to block high on reaction and it is very punishable on block unless you OMC. Best used very sparingly. | ||
Line 530: | Line 312: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200 |attribute=Leg |guard=L | ||
|startup=15 |active=3 |recovery=20 |frameAdv=-6 | |||
|startup=15 | |||
|description= | |description= | ||
* Common combo ender for oki routes | * Common combo ender for oki routes | ||
Line 559: | Line 329: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=300*1,150*3 | |damage=300*1,150*3=4% |attribute=Projectile |guard=All | ||
|startup=31 |active=4.4,6.6 |recovery=16 |frameAdv=-3 | |||
|startup=31 | |||
|description= | |description= | ||
* Good neutral tool | * Good neutral tool | ||
Line 588: | Line 345: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=5D | |version=5D | ||
|damage=300*2 | |damage=300*2 |attribute=Projectile |guard=All | ||
|startup=38 |active=16 |recovery=53 |frameAdv=+5 | |||
|startup=38 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=5D~D | |version=5D~D | ||
|damage=200*5 | |damage=200*5 |attribute=Projectile |guard=All | ||
|startup=19 |active=- |recovery=- |frameAdv=- | |||
|startup=19 | |||
|description= | |description= | ||
*List what the move is used for | *List what the move is used for | ||
Line 632: | Line 365: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=500,250*2 | |damage=500,250*2 |attribute=Projectile |guard=All | ||
|startup=28 |active=2.2,14 |recovery=14 |frameAdv=-2 | |||
|startup=28 | |||
|description= | |description= | ||
*Dash cancel is +1 on block | *Dash cancel is +1 on block | ||
Line 658: | Line 379: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=300,150*3 | |damage=300,150*3 |attribute=Projectile |guard=All | ||
|startup=13 |active=6,6,6 |recovery=33 |frameAdv=- | |||
|startup=13 | |||
|description= | |description= | ||
*Has a vacuum effect on airborne opponents | *Has a vacuum effect on airborne opponents | ||
Line 685: | Line 394: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=400*3 | |damage=400*3 |attribute=Projectile |guard=All | ||
|startup=33 |active=- |recovery=46 Total |frameAdv=- | |||
|startup=33 | |||
|description= | |description= | ||
Slow startup but once they're out, the gears from j.D cover a good portion of air space and make air movement in this area difficult for the opponent. This can be good against certain characters with a strong air game in neutral. | Slow startup but once they're out, the gears from j.D cover a good portion of air space and make air movement in this area difficult for the opponent. This can be good against certain characters with a strong air game in neutral. | ||
Line 708: | Line 405: | ||
====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_GroundThrow.png | |image=P4Arena_Labrys_GroundThrow.png |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
|input=C+D | |input=C+D | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=0,840/0,1120/0,1400/0,1540/0,1680 | |damage=0,840/0,1120/0,1400/0,1540/0,1680 |attribute=Throw |guard=Throw | ||
|startup=5 |active=3 |recovery=19 |frameAdv=- | |||
|startup=5 | |||
|description= | |description= | ||
* Comboable on CH with Red Axe | * Comboable on CH with Red Axe | ||
Line 742: | Line 426: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=0,900/0,1200/0,1500/0,1650/0,1800 | |damage=0,900/0,1200/0,1500/0,1650/0,1800 |attribute=Throw |guard=Throw | ||
|startup=4 |active=3 |recovery=19 |frameAdv=- | |||
|startup=4 | |||
|description= | |description= | ||
* Wall bounces in the corner | * Wall bounces in the corner | ||
Line 771: | Line 443: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=No Charge | |version=No Charge | ||
|damage=540/720/900/990/1080 | |damage=540/720/900/990/1080 |attribute=Body |guard=All | ||
|startup=26-85 |active=4 |recovery=42 |frameAdv=-29: Guard | |||
|startup=26-85 | |||
|description= | |description= | ||
*Wall bounces on CH when not charged, always wall bounces when half charged | *Wall bounces on CH when not charged, always wall bounces when half charged | ||
Line 795: | Line 455: | ||
|header=no | |header=no | ||
|version=Full Charge | |version=Full Charge | ||
|damage=540/720/900/990/1080 | |damage=540/720/900/990/1080 |attribute=Body |guard=UB | ||
|startup=100 |active=4 |recovery=42 |frameAdv=-- | |||
|startup=100 | |||
|description= | |description= | ||
Unblockable version of her furious action. Unfortunately due to its long start up and being able to react to the unblockable screen flash, the fully charged version does not have any practical uses currently. | Unblockable version of her furious action. Unfortunately due to its long start up and being able to react to the unblockable screen flash, the fully charged version does not have any practical uses currently. | ||
Line 820: | Line 468: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=0 | |damage=0 |attribute=- |guard=All | ||
|startup=- |active=- |recovery=- | |||
|startup=- | |||
|staticDiff=- | |staticDiff=- | ||
|description= | |description= | ||
Based on her 5AAA normal. Slow as Guard Cancels are known to be. | Based on her 5AAA normal. Slow as Guard Cancels are known to be. | ||
Line 840: | Line 480: | ||
====== <font style="visibility:hidden" size="0">Chain Knuckle</font> ====== | ====== <font style="visibility:hidden" size="0">Chain Knuckle</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_ChainKnuckle.png | |image=P4Arena_Labrys_ChainKnuckle.png |caption=Starter | ||
|caption=Starter | |image2=P4Arena_Labrys_WinchDash.png |caption2=Dash | ||
|image2=P4Arena_Labrys_WinchDash.png | |image3=P4Arena_Labrys_Brake.png |caption3=Break | ||
|caption2=Dash | |image4=P4Arena_Labrys_ExtraAttack.png |caption4=Extra Attack | ||
|image3=P4Arena_Labrys_Brake.png | |||
|caption3=Break | |||
|image4=P4Arena_Labrys_ExtraAttack.png | |||
|caption4=Extra Attack | |||
|input=236A/B | |input=236A/B | ||
|name=Chain Knuckle | |name=Chain Knuckle | ||
Line 853: | Line 489: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A/B/SB | |version=A/B/SB | ||
|damage=500/500/500 | |damage=500/500/500 |attribute=Body |guard=All | ||
|startup=20/24/24 |active=8/14/8 |recovery=36/41/41 |frameAdv=-1/-1/-1 | |||
|startup=20/24/24 | |||
|description= | |description= | ||
* Forces Fatal Counter on CH | * Forces Fatal Counter on CH | ||
Line 879: | Line 503: | ||
|subtitle=6 on hit/block | |subtitle=6 on hit/block | ||
|header=no | |header=no | ||
|damage=- | |damage=- |attribute=- |guard=- | ||
|startup=- |active=- |recovery=30~32 Total |frameAdv=- | |||
|startup=- | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
Line 898: | Line 510: | ||
|version=Brake | |version=Brake | ||
|subtitle=4 on Winch Dash | |subtitle=4 on Winch Dash | ||
|damage=- | |damage=- |attribute=- |guard=- | ||
|startup=- |active=- |recovery=22 Total |frameAdv=- | |||
|startup=- | |||
|description= | |description= | ||
Winch Dash is mostly just used to go into the extra attacks. The brake is mostly used when getting a FC combo from chain knuckle so that you can close the gap between you and your opponent and keep the combo going. | Winch Dash is mostly just used to go into the extra attacks. The brake is mostly used when getting a FC combo from chain knuckle so that you can close the gap between you and your opponent and keep the combo going. | ||
Line 919: | Line 519: | ||
|subtitle=A during Winch Dash | |subtitle=A during Winch Dash | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200 | ||
|header=no | |header=no |attribute=Head |guard=H | ||
|startup=20 |active=10 |recovery=36 |frameAdv=-29 | |||
|startup=20 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
Line 938: | Line 526: | ||
|version=Extra Attack B | |version=Extra Attack B | ||
|subtitle=B during Winch Dash | |subtitle=B during Winch Dash | ||
|damage=480/640/800/880/960 | |damage=480/640/800/880/960 |attribute=Leg |guard=L | ||
|startup=13 |active=3 |recovery=20 |frameAdv=-6 | |||
|startup=13 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
Line 957: | Line 533: | ||
|version=Extra Attack SB | |version=Extra Attack SB | ||
|subtitle=SB during Winch Dash | |subtitle=SB during Winch Dash | ||
|damage=600/800/1000/1100/1200 | |damage=600/800/1000/1100/1200 |attribute=Body |guard=All | ||
|startup=11 |active=4 |recovery=15 |frameAdv=0 | |||
|startup=11 | |||
|description= | |description= | ||
The A version and SB extra attacks are mostly used in combos. The B version currently does not get much use since it is not special cancelable like the A version is. | The A version and SB extra attacks are mostly used in combos. The B version currently does not get much use since it is not special cancelable like the A version is. | ||
Line 984: | Line 548: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=180,280 (720)<br/>240,384 (960)<br/>300,480 (1200)<br/>330,528 (1300)<br/>360,576 (1320) | |damage=180,280 (720)<br/>240,384 (960)<br/>300,480 (1200)<br/>330,528 (1300)<br/>360,576 (1320) |attribute=Body |guard=All, H | ||
|startup=11 |active=5(9)12 |recovery=20 |frameAdv=-5 | |||
|startup=11 | |||
|description= | |description= | ||
* Combo ender on the ground | * Combo ender on the ground | ||
Line 1,006: | Line 558: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=180,480 (1200)<br/>240,640 (1600)<br/>300,800 (2000)<br/>330,880 (2200)<br/>360,960 (2400) | |damage=180,480 (1200)<br/>240,640 (1600)<br/>300,800 (2000)<br/>330,880 (2200)<br/>360,960 (2400) |attribute=Body |guard=All, H | ||
|startup=18 |active=5(9)12 |recovery=20 |frameAdv=0 | |||
|startup=18 | |||
|description= | |description= | ||
B version has longer startup but does more damage. Mostly used at higher axe levels where the added hitstun makes it easier to combo into. | B version has longer startup but does more damage. Mostly used at higher axe levels where the added hitstun makes it easier to combo into. | ||
Line 1,026: | Line 566: | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=180,384 (960)<br/>240,512 (1280)<br/>300,640 (1600)<br/>330,704 (1760)<br/>360,768 (1920) | |damage=180,384 (960)<br/>240,512 (1280)<br/>300,640 (1600)<br/>330,704 (1760)<br/>360,768 (1920) |attribute=Body |guard=All, H | ||
|startup=18 |active=5(9)12 |recovery=20 |frameAdv=0 | |||
|startup=18 | |||
|description= | |description= | ||
The SB Version is special cancelable and causes a small ground bounce. It's a key move in a few combos designed to increase the axe gauge as close as possible to Red Axe. | The SB Version is special cancelable and causes a small ground bounce. It's a key move in a few combos designed to increase the axe gauge as close as possible to Red Axe. | ||
Line 1,053: | Line 581: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=240,120,600 (800)<br/>320,160,600 (800)<br/>400,200,600 (800)<br/>440,220,600 (800)<br/>480,240,600 (800) | |damage=240,120,600 (800)<br/>320,160,600 (800)<br/>400,200,600 (800)<br/>440,220,600 (800)<br/>480,240,600 (800)%,1%,2% |attribute=Head, Body |guard=All, H, All | ||
|startup=12 |active=2(4)10 |recovery=45 |frameAdv=-13 (-6) | |||
|startup=12 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=360,180,600 (800)<br/>480,240,600 (800)<br/>600,300,600 (800)<br/>660,330,600 (800)<br/>720,360,600 (800) | |damage=360,180,600 (800)<br/>480,240,600 (800)<br/>600,300,600 (800)<br/>660,330,600 (800)<br/>720,360,600 (800)%,1%,2% |attribute=Head, Body |guard=All, H, All | ||
|startup=17 |active=3(6)10 |recovery=40 |frameAdv=-8 (-1) | |||
|startup=17 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=300,150,600 (800)<br/>400,200,600 (800)<br/>500,250,600 (800)<br/>550,275,600 (800)<br/>600,300,600 (800) | |damage=300,150,600 (800)<br/>400,200,600 (800)<br/>500,250,600 (800)<br/>550,275,600 (800)<br/>600,300,600 (800)% |attribute=Head, Body |guard=All, H, All | ||
|startup=12 |active=2(4)10 |recovery=35 |frameAdv=-3 (+4) | |||
|startup=12 | |||
|description= | |description= | ||
* Staple air combo ender | * Staple air combo ender | ||
Line 1,115: | Line 604: | ||
====== <font style="visibility:hidden" size="0">Weaver's Art: Sword {{PersonaRequired}}</font> ====== | ====== <font style="visibility:hidden" size="0">Weaver's Art: Sword {{PersonaRequired}}</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_WeaversArtSword.png | |image=P4Arena_Labrys_WeaversArtSword.png |caption=A is closest, D is furthest. Hold button to delay startup. | ||
|caption=A is closest, D is furthest. Hold button to delay startup. | |||
|input=22A/B/C/D | |input=22A/B/C/D | ||
|name=Weaver's Art: Sword {{PersonaRequired}} | |name=Weaver's Art: Sword {{PersonaRequired}} | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=300(200) | |damage=300(200) |attribute=Projectile |guard=All | ||
|startup=81 |active=14 |recovery=38 Total |frameAdv=15 | |||
|startup=81 | |||
|description= | |description= | ||
* Good neutral and oki tool | * Good neutral and oki tool | ||
Line 1,152: | Line 628: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C | |version=C | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=46 |active= |recovery=40 Total |frameAdv= | |||
|startup=46 | |||
|description= | |description= | ||
*Has a dash cancel point early on in the move | *Has a dash cancel point early on in the move | ||
Line 1,176: | Line 640: | ||
|header=no | |header=no | ||
|version=D | |version=D | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=91 |active= |recovery=40 Total |frameAdv= | |||
|startup=91 | |||
|description= | |description= | ||
D version falls to the ground and goes across the screen at ground level. It takes a while for the orb to fall to ground level before it starts travelling though. But once it starts travelling across the ground, it's good at covering an approach. In pressure, if you can manage to keep the opponent blocking long enough, it can also be used to extend your pressure. | D version falls to the ground and goes across the screen at ground level. It takes a while for the orb to fall to ground level before it starts travelling though. But once it starts travelling across the ground, it's good at covering an approach. In pressure, if you can manage to keep the opponent blocking long enough, it can also be used to extend your pressure. | ||
Line 1,196: | Line 648: | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=46 |active= |recovery=35 Total |frameAdv= | |||
|startup=46 | |||
|description= | |description= | ||
SB version is the same as the D version but it falls to the ground much quicker, making it easier to use for things you'd use the D version for. | SB version is the same as the D version but it falls to the ground much quicker, making it easier to use for things you'd use the D version for. | ||
Line 1,225: | Line 665: | ||
|version=C | |version=C | ||
|damage=1200,800,400<br/>1200,900,450<br/>1200,1000,500<br/>1200,1300,650<br/>1200,2000,1000<br/> | |damage=1200,800,400<br/>1200,900,450<br/>1200,1000,500<br/>1200,1300,650<br/>1200,2000,1000<br/> | ||
|atrribute=Body |guard=All | |||
|startup=4+9 |active=(8)6*19 |recovery=37 |frameAdv=-43 | |||
|atrribute=Body | |||
|startup=4+9 | |||
|version=C | |version=C | ||
|description= | |description= | ||
Damage SP Skill used to boost the damage of a combo at the end. Best used to close out a round. | Damage SP Skill used to boost the damage of a combo at the end. Best used to close out a round. | ||
Line 1,248: | Line 677: | ||
|version=D | |version=D | ||
|damage=1200,480,240x8<br/>1200,540,270x8<br/>1200,600,300x8<br/>1200,780,390x8<br/>1200,1200,600x8 | |damage=1200,480,240x8<br/>1200,540,270x8<br/>1200,600,300x8<br/>1200,780,390x8<br/>1200,1200,600x8 | ||
|atrribute=Body |guard=All | |||
|startup=4+13 |active=8,6,3x8 |recovery=48 |frameAdv=-59 | |||
|atrribute=Body | |||
|startup=4+13 | |||
|description= | |description= | ||
D version uses up the axe gauge, which in turn will increase the damage output of the SP Skill proportional to your current axe level. Red axe gives the biggest boost, giving it the ability to add a lot of damage to even the most damage scaled combos. A very valuable tool in Labrys' arsenal. | D version uses up the axe gauge, which in turn will increase the damage output of the SP Skill proportional to your current axe level. Red axe gives the biggest boost, giving it the ability to add a lot of damage to even the most damage scaled combos. A very valuable tool in Labrys' arsenal. | ||
Line 1,269: | Line 686: | ||
|version=SB | |version=SB | ||
|damage=1200,480,240x11<br/>1200,540,270x11<br/>1200,600,300x11<br/>1200,780,390x11<br/>1200,1200,600x11 | |damage=1200,480,240x11<br/>1200,540,270x11<br/>1200,600,300x11<br/>1200,780,390x11<br/>1200,1200,600x11 | ||
|atrribute=Body |guard=All | |||
|startup=4+21 |active=8,6,10x13 |recovery=65 |frameAdv=-95 | |||
|atrribute=Body | |||
|startup=4+21 | |||
|description= | |description= | ||
SB version uses up the axe gauge and does even more damage than the D version of the super. However, it also has almost double the startup of the D version as well, making it hard to combo into under normal circumstances. | SB version uses up the axe gauge and does even more damage than the D version of the super. However, it also has almost double the startup of the D version as well, making it hard to combo into under normal circumstances. | ||
Line 1,292: | Line 697: | ||
====== <font style="visibility:hidden" size="0">Weaver's Art: Breaking Wheel {{PersonaRequired}}</font> ====== | ====== <font style="visibility:hidden" size="0">Weaver's Art: Breaking Wheel {{PersonaRequired}}</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_WeaversArtBreakingWheel.png | |image=P4Arena_Labrys_WeaversArtBreakingWheel.png |caption= | ||
|name=Weaver's Art: Breaking Wheel {{PersonaRequired}} | |name=Weaver's Art: Breaking Wheel {{PersonaRequired}} | ||
|input=214214C/D | |input=214214C/D | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C/D | |version=C/D | ||
|damage=180x5,90xN | |damage=180x5,90xN |attribute=Projectile |guard=All | ||
|startup=4+12 |active=123 |recovery=101 Total |frameAdv=+21 | |||
|startup=4+12 | |||
|description= | |description= | ||
*Labrys' best reversal option | *Labrys' best reversal option | ||
Line 1,327: | Line 719: | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=180x7,90xN | |damage=180x7,90xN |attribute=Projectile |guard=All | ||
|startup=4+12 |active=171 |recovery=101 Total |frameAdv=+63 | |||
|startup=4+12 | |||
|description= | |description= | ||
SB Version has the gears appear in front of Labrys and expand out to almost fullscreen distance. Very + on block. | SB Version has the gears appear in front of Labrys and expand out to almost fullscreen distance. Very + on block. | ||
Line 1,348: | Line 728: | ||
====== <font style="visibility:hidden" size="0">Brutal Impact</font> ====== | ====== <font style="visibility:hidden" size="0">Brutal Impact</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Labrys_BrutalImpact.png | |image=P4Arena_Labrys_BrutalImpact.png |caption=Startup is slow and has guard point against all attacks | ||
|caption=Startup is slow and has guard point against all attacks | |image2=P4Arena_Labrys_BrutalImpact2.png |caption2=The attack is unblockable | ||
|image2=P4Arena_Labrys_BrutalImpact2.png | |||
|caption2=The attack is unblockable | |||
|name=Brutal Impact | |name=Brutal Impact | ||
|input=214214A/B | |input=214214A/B | ||
Line 1,357: | Line 735: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=3000/3000/3000/3900/6000 | |damage=3000/3000/3000/3900/6000 |attribute=Body |guard=UB | ||
|startup=112+5 |active=6 |recovery=88 |frameAdv=- | |||
|startup=112+5 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,376: | Line 742: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=4500/4500/4500/5850/9000 | |damage=4500/4500/4500/5850/9000 |attribute=Body |guard=UB | ||
|startup=175+5 |active=6 |recovery=88 |frameAdv=- | |||
|startup=175+5 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,395: | Line 749: | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=6000/6000/6000/7800/12000 | |damage=6000/6000/6000/7800/12000 |attribute=Body |guard=UB | ||
|startup=248+5 |active=6 |recovery=88 |frameAdv=- | |||
|startup=248+5 | |||
|description= | |description= | ||
Line 1,425: | Line 767: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=K.O | |damage=K.O% |attribute=Projectile |guard=All | ||
|startup=1+59 |active=- |recovery=115 Total |frameAdv=- | |||
|startup=1+59 | |||
|description= | |description= | ||
*List what the move is used for | *List what the move is used for |
Revision as of 00:20, 11 January 2018
Labrys |
---|
Health: 9,500 Combo Rate: 60% Backdash Time: 21 Backdash Invincibility: 1-6
|
Introduction
P-1 Climax Nickname: " Yasogami's Steel Council President"
Persona: Ariadne
Arcana: Wheel of Fortune
Backstory:
Labrys is an Anti-Shadow Supression Weapon developed by the Kirijo Group. She is of the 5th generation, which makes her Aigis's (7th Generation) predecessor/older sister. While she is an artificial being, due to her Plume of Dusk, she acquired her own train of thought or emotions which developed her personality much quicker. Another unique trait she held was that she had a Kansai-ben (Boston in the English dub) accent. Not wanting to kill her "sisters" (other units) anymore, she attempts to escape the Kirijo Group, but fails. She ends up in the Midnight Channel, where she is the Student Council President of a false Yasogami High School, which was created based off her desire to become a normal girl. However, she forgets the events of her time with the Kirijo Group and a promise she made to a dear friend.
After running into Elizabeth, who tells her of her truth about her past and who she really is, Labrys is haunted by her words and refuses to believe it, which produces Labrys' shadow self. Remembering the promise she made with her friend, she comes to terms with what she really is and accepts her shadow, receiving her persona, Ariadne.
In Ultimax, Labrys returns as a member of the Shadow Operatives to help deal with the new crisis.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Special Gauge - Axe Icon
- Basics
Labrys has a special axe icon above her SP Gauge which changes in level depending on how often you attack with moves that utilize Labrys's massive axe (this includes blocked or whiffed attacks). However, it will slowly decrease if you don't attack and decreases even more if you get hit or do not attack with a move that swings the axe. The levels are broken down into the following colors with 1 being the lowest, 5 being the highest:
- No Color (Gray)
- Blue
- Green
- Yellow
- Red
The higher the level of the Axe Gauge is, the more damage she does. Once you reach her red axe level, she gains the following special properties in addition to extra damage:
- Added Hitstun
- All Counter Hits by attacks that increase the Axe Gauge become Fatal Counters
Under Red Axe, Labrys also does significant chip damage with her axe normals and Skills, such as Guillotine Axe.
- Management
Before we go into how you should manage Labrys's axe level, let's go over how her levels increase and decrease and other factors to note when playing as Labrys.
- At the start of each match, the axe gauge starts at level 3 (Green).
- At the end of each round, her current axe level will carry over.
- The higher the level of your axe gauge, the faster your gauge will decrease, so it can take 7 seconds for the gauge to fall from level 4 to level 3; however, it will only take 4 seconds for the gauge to fall from level 5 to level 4.
- The axe gauge will always drift to a level 2 (blue) status so if you are at gray or blue the axe will drift up despite Labrys being idle, whereas as yellow or red it will drift down to green.
- Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
Knowing this, though, don't keep yourself focused on getting to the red axe status, instead just look for ways to get in on your opponent first and know your proper BnBs after getting that first hit in. After that first hit happens you'll probably automatically be at least a yellow axe status and then assuming you finished that combo with a proper ender to knockdown the opponent you can set up one of Labrys's various okizeme tools, not only for your mix up but for the additional axe swings made when capitalizing on the mix up, which should push you up to red axe. At this point, it's merely keeping up that momentum and finishing the job with Beast. If your opponent blocks your mix up and pushes you back, don't fret about the axe level declining as it can be increased back up just as fast.
External References
- Japanese Name: ラビリス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Normal Attacks
5A (Normal)
5A Normal |
---|
5A (Shadow)
5A Shadow |
---|
5B
5B |
---|
2A
2A |
---|
2B
2B |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.2B and j.BB
j.2B and j.BB |
---|
All Out Attack
All Out Attack A+B |
---|
Sweep
Sweep 2A+B |
---|
Persona Attacks
5C
5C |
---|
5D
5D |
---|
2C
2C |
---|
j.C
j.C |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw C+D |
---|
Air Throw
Air Throw j.C+D |
---|
5th Gen Axe Slash
5th Gen Axe Slash B+D |
---|
Guard Cancel Attack
Guard Cancel Attack |
---|
Skill Attacks
Chain Knuckle
Chain Knuckle 236A/B |
---|
Guillotine Axe
Guillotine Axe 214A/B |
---|
Guillotine Aerial
Guillotine Aerial j.214 A/B |
---|
Weaver's Art: Sword
Weaver's Art: Sword 22A/B/C/D |
---|
Weaver's Art: Orb
Weaver's Art: Orb 236C/D |
---|
SP Skill Attacks
Weaver's Art: Beast 236236C/D |
---|
Awakened SP Skill Attacks
Weaver's Art: Breaking Wheel
Weaver's Art: Breaking Wheel 214214C/D |
---|
Brutal Impact
Brutal Impact 214214A/B |
---|
Instant Kill
Weaver's Art: Inquisition 222C+D |
---|
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data