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*High damage output into okizeme both meterless and with meter.<br/> | *High damage output into okizeme both meterless and with meter.<br/> | ||
*Has one of the best Awakening supers in the game (Titanomachia). | *Has one of the best Awakening supers in the game (Titanomachia). | ||
*Able to inflict Poison, Silence, and Fear | *Able to inflict Poison, Silence, and Fear.<br/> | ||
<br/> | <br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
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|frameAdv=-8 | |frameAdv=-8 | ||
|hitbox=ShadowLabrys/5B | |hitbox=ShadowLabrys/5B | ||
|description=A big forward axe swing that's a strong poke and common combo tool. While the start-up is slow, the recovery is relatively fast, making it a good poke when spaced correctly. Fatal Counters, allowing for high-damage whiff-punishes. 5A > 5B and 5AA > 5B now combo on standing hit, broadening Shabrys's combo routes. While 5B is not a move you want to be caught whiffing next to an opponent, threatening with 5B is part of Shabrys's neutral, as its range and Fatal Counter properties force some opponents to stay at | |description=A big forward axe swing that's a strong poke and common combo tool. While the start-up is slow, the recovery is relatively fast, making it a good poke when spaced correctly. Fatal Counters, allowing for high-damage whiff-punishes. 5A > 5B and 5AA > 5B now combo on standing hit, broadening Shabrys's combo routes. While 5B is not a move you want to be caught whiffing next to an opponent, threatening with 5B is part of Shabrys's neutral, as its range and Fatal Counter properties force some opponents to stay at bay. | ||
}} | }} | ||
}} | }} | ||
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|description=Followup to j.B. A horizontal axe swing that causes wallbounce. Jump-cancelable. Has landing recovery if not cancelled or recovering in air. j.BB is common in corner combos since the wallbounce allows for combos into hard knockdown.<br/> | |description=Followup to j.B. A horizontal axe swing that causes wallbounce. Jump-cancelable. Has landing recovery if not cancelled or recovering in air. j.BB is common in corner combos since the wallbounce allows for combos into hard knockdown.<br/> | ||
<br/> | <br/> | ||
j.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB | j.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB would fail to combo or yield no okizeme. Used in certain combos for corner carry and hard knockdown into okizeme. Must be inputted as j.2B, not j.1B or j.3B. | ||
}} | }} | ||
}} | }} | ||
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|recovery=150 total duration | |recovery=150 total duration | ||
|hitbox=ShadowLabrys/2C | |hitbox=ShadowLabrys/2C | ||
|description=Asterius spouts bits of flame from his horns. Makes an effective anti-air barrier and good for space control. Often seen in combos as the hitstun from the fire allows Shabrys to juggle opponents. While the attack cannot hit grounded opponents, an opponent can certainly be launched into the flame | |description=Asterius spouts bits of flame from his horns. Makes an effective anti-air barrier and good for space control. Often seen in combos as the hitstun from the fire allows Shabrys to juggle opponents. While the attack cannot hit grounded opponents, an opponent can certainly be launched into the flame. Was 2C in the original ''Arena''. No longer as safe to use at neutral due to the input change, as Shabrys can no longer set Terra's Eruption while blocking low in order to curtail jump-ins. | ||
}} | }} | ||
}} | }} | ||
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|description=Asterius locks on to the opponent's position, disappears underground, then reemerges at the opponent's location and punches them, blasting them into the air. Inflicts quite a bit of damage on hit and gives Shabrys advantage on block. The threat of the attack forces the opponent to quickly stop their offensive to dodge the attack or block it and be put in blockstun. Useful for starting an offensive or punishing opponents for auto-piloting. Can be mashed while blocking at the risk of losing a card, as Asterius will continue the attack while Shabrys blocks if he makes it underground safely, though savvy opponents will notice Asterius's sudden absence. Was 8C in the original ''Arena''. Asterius locks on to an opponent's position sooner in ''Ultimax''.<br/> | |description=Asterius locks on to the opponent's position, disappears underground, then reemerges at the opponent's location and punches them, blasting them into the air. Inflicts quite a bit of damage on hit and gives Shabrys advantage on block. The threat of the attack forces the opponent to quickly stop their offensive to dodge the attack or block it and be put in blockstun. Useful for starting an offensive or punishing opponents for auto-piloting. Can be mashed while blocking at the risk of losing a card, as Asterius will continue the attack while Shabrys blocks if he makes it underground safely, though savvy opponents will notice Asterius's sudden absence. Was 8C in the original ''Arena''. Asterius locks on to an opponent's position sooner in ''Ultimax''.<br/> | ||
<br/> | <br/> | ||
2C is also key to displacing Asterius, as once he emerges, 2C can be cancelled into a special to continue pressure. On hit, the untechable time is significant and | 2C is also key to displacing Asterius, as once he emerges, 2C can be cancelled into a special to continue pressure. On hit, the untechable time is significant and the attack can be followed up with a combo. Quickly reacting to how an opponent approaches 2C is important when considering your own offensive and whether you're gaining or losing ground.<br/> | ||
<br/> | <br/> | ||
Bracketed values indicate the start-up when used during Titanomachia. | Bracketed values indicate the start-up when used during Titanomachia. | ||
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|recovery=27 total (air version: 18f landing recovery) | |recovery=27 total (air version: 18f landing recovery) | ||
|hitbox=ShadowLabrys/214214A | |hitbox=ShadowLabrys/214214A | ||
|description=During the superfreeze, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks before Titanomachia's "Hellflames" finisher. Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge 5C, 2C, and 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D), and Asterius's moves have Titanomachia-specific variants. During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shadow Labrys | |description=During the superfreeze, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks before Titanomachia's "Hellflames" finisher. Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge 5C, 2C, and 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D), and Asterius's moves have Titanomachia-specific variants. During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shadow Labrys enters blockstun. An absolutely devastating super due to its damage potential (particularly when combined with Brutal Impact), allowing Shadow Labrys to kill opponents without allowing them to reach Awakening, and any successful activation places the opponent in a high-pressure situation in which an incorrect guess often means death.<br/> | ||
<br/> | <br/> | ||
It is possible for an opponent to end Titanomachia early in various ways, which is discussed in the Strategy section. | It is possible for an opponent to end Titanomachia early in various ways, which is discussed in the Strategy section. | ||
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Titanomachia D: Before performing the first attack, Asterius teleports behind an opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze. | Titanomachia D: Before performing the first attack, Asterius teleports behind an opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze. | ||
---- | ---- | ||
Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but the superfreeze is extended and Shadow Labrys has more time to cleanly input Asterius's commands. | Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but the superfreeze is extended and Shadow Labrys has more time to cleanly input Asterius's commands. Significantly faster recovery (approximately 5f), making it more difficult for opponents to punish the activation. | ||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
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|active=2 | |active=2 | ||
|hitbox=ShadowLabrys/214214C | |hitbox=ShadowLabrys/214214C | ||
|description=After executing all commands inputted during Titanomachia's activation, Asterius ends the super with a full-screen fire attack, colloquially known as "Hellflames." The flames have a second superfreeze that focuses on Asterius; the attack is released 19 frames after the freeze. On hit, the finisher launches the opponent to the top of the screen and forces an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher | |description=After executing all commands inputted during Titanomachia's activation, Asterius ends the super with a full-screen fire attack, colloquially known as "Hellflames." The flames have a second superfreeze that focuses on Asterius; the attack is released 19 frames after the freeze. On hit, the finisher launches the opponent to the top of the screen and forces an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher. It's also possible to force a last-moment cross-up by passing through or jumping over an opponent -- the attack must be blocked relative to ''Shadow Labrys's'' position, not Asterius's, so an opponent will be hit if they do not block the cross-up correctly. All versions of Titanomachia share the same finisher. Unless the combo is heavily prorated, the untechable time on Hellflames allows for combos to continue. | ||
---- | ---- | ||
*Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted. | *Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted. | ||
*The screen darkens ( | *The screen darkens (similar to Shadow Frenzy) while Titanomachia is active. | ||
*At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at ''one'', signifying the finisher. | *At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at ''one'', signifying the finisher. | ||
*If activated in the air, landing recovery is added; air activation no longer | *If activated in the air, landing recovery is added; air activation no longer cancels ground recovery time. | ||
*If Titanomachia is interrupted, Shadow Labrys loses a card. | *If Titanomachia is interrupted, Shadow Labrys loses a Persona card. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
|description= | |description= | ||
Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags | Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags the opponent down to hell before leaving Asterius to finish them off.<br/> | ||
<br/> | <br/> | ||
The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers but no longer match-practical. | The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers but no longer match-practical. |
Revision as of 02:34, 30 January 2015
Introduction
P-1 Climax Nickname: "The Raging Bull of Destruction!"
Persona: Asterius
Arcana: The Wheel of Fortune
Backstory:
- Placeholder
Overview
Health: 8000
Persona Cards: 6
Play-style: Quasi-Puppet Character/Rushdown
Air Movement Options: 1 Double Jump/Air Dash, 1 Run-Type Dash
Pros/Strengths:
- Devastating mix-ups, cross-ups and tandem attacks with Asterius.
- Persona attacks have huge damage and range.
- High damage output into okizeme both meterless and with meter.
- Has one of the best Awakening supers in the game (Titanomachia).
- Able to inflict Poison, Silence, and Fear.
Cons/Weaknesses:
- Very weak without her Persona if not in Awakening.
- Has poor reversal options without meter due to lack of invincibility on her Furious Action.
- Player must be able to manage Asterius at all times to avoid losing cards and for combos.
- Lowest health of all characters (along with Elizabeth).
- High skill ceiling due to her playstyle.
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Shadow Labrys Full Frame Data
Shadow Labrys Normal Attacks
5A
5A |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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j.2B and j.BB
j.2B and j.BB |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Normal Attacks
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands, except 2C (if already underground), SB skills, and during Titanomachia.
In Ultimax, Shadow Labrys can now cancel all of Asterius's normal persona attacks into specials and supers on hit, block, and whiff, allowing Knuckle Train to be cancelled into Flame of Hades or Challenge Authority, for one example. Additionally, persona moves can now be inputted while Shadow Labrys blocks, albeit with limited practical application.
Knuckle Train
Knuckle Train 5C |
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Cliff of Creta
Cliff of Creta 5D/2D/j.D |
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Terra's Eruption
Terra's Eruption 8C |
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Hammer Uppercut
Hammer Uppercut 2C |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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5th Gen Axe Slash
5th Gen Axe Slash B+D |
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Guard Cancel Attack
Guard Cancel Attack 6A+B while blocking |
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Shadow Labrys Skill Attacks
Guillotine Axe
Guillotine Axe 214A/B |
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Chain Knuckle
Chain Knuckle 236 A/B |
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Guillotine Aerial
Guillotine Aerial j.214 A/B |
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Persona Skill Attacks
Buffalo Hammer
Buffalo Hammer 214C/D |
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Flame of Hades
Flame of Hades 236C/D |
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Massive Slaughter
Massive Slaughter [4]6C/D |
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Public Execution
Public Execution [2]8C/D |
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SP Skill Attacks
Challenge Authority 236236C/D (air OK) |
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Awakened SP Skill Attacks
Brutal Impact
Brutal Impact 214214A/B |
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Titanomachia
Titanomachia 214214C/D air OK |
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Instant Kill
Labyrinthos Gate 222A+B |
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide: |
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|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
- 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