P4U2R/Labrys/Combos

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 Labrys



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Important Documents

Aurha's Labrys BnB & In Depth Combo Guide

Midscreen

This combo section is designed on a "move starter" basis. Many combos listed can by extended with supers such as 236236B.
Remember that combos become easier to land as your axe meter increases due to the increased hitstun.
Assume Green Axe to be the default state for damage and SP gain. The damage/SP gain in Red Axe will be listed in brackets.

Combo Requires Damage SP Gain Axe Gain Difficulty Notes Form Video
5AAAA None 1293(1493) +22(24) SP +0 Easy Auto Combo & Good Corner Carry Regular Link
5AA > 5B > 2A+B > 214A None 1711(2052) +14(17) SP +0 Easy Basic BnB combo for lower axe levels (Omit second 5A if Shadow) Both Link
5AA > 5B > 2A+B > 22B Oki None 1337(1604) +12(14) SP +0 Easy Basic BnB combo with an alternate ender. Sacrifice some damage for Tsurugi Oki (Omit second 5A if Shadow) Both Link
5AA > 5B > 2A+B > 236C/236D Oki None 1337(1604) +12(14) +0 Easy Basic BnB with alternate ender. Sacrifice some damage for Orb Oki (Omit second 5A if Shadow) Both Link
5AA > 5B > 2A+B > OMC > 5A > 2B > jc j.B > djc j.B > j.C > j.214B None 2655(3026) -22(-14) SP (-50 SP) +1 Medium OMC route from the basic BnB route that gives more damage and much more importantly builds more axe meter (Omit second 5A if Shadow) Both Link
CH Air to Air j.B > land > (j.A) > j.B > djc j.B > j.C > j.214B None 2212(2622) +16(21) +0 Medium Depending on both you and your opponents height when you get the CH, you might need to pick up the combo with j.A or j.B when you jump back up Both Link
CH 5B > 5C > 2C > [B+D] > 2B > jc j.2B > djc j.B > j.C > j.214B None 3762(4350) +31(33) SP +0 Medium Lower axe level punish combo to punish baited reversals. Make sure to hit the [B+D] as high as possible so you can connect the 2B. Both Link
5AA > 2B > jc j.B > djc j.B > j.C > j.214B Yellow Axe 2119(2274) +21(22) +1 Easy Very basic 2B combo. (Omit second 5A if Shadow) Both Link
5AA > 5B > 236A~6~A > 214A Yellow Axe 2074(2644) +17(22) SP +0 Easy Finish with 214B instead on Red Axe. (Omit second 5A if Shadow) Both Link
5AA > 2B > jc j.2B , ground dash j.B > djc j.B > j.C > j.214B Yellow Axe 2391(2575) +24(26) SP +1 Medium Good Corner Carry, strict timing on Yellow Axe (Omit second 5A if Shadow) Both Link
CH 5B > 5C > 2C > [B+D] > 2B > jc > falling j.2B > ground dash > j j.B(B) > djc j.B(B) > j.C > j.214B > 236236D Red Axe 6749(7194) -14 SP (-50 SP) +0 Medium Red Axe optimized Counter 5B combo. If midscreen you can use both j.BB wallbounces to rack on an extra 400 damage Both Link
5AA > 5B > 236A~6~A > 214A+B > 22B , 5AA > (22B Hits) > 66 5[B] > 22B Oki Red Axe 3078 -7 SP (-25 SP) +0 Medium Need round start positioning for the 5[B] to put them in the corner for the 22B oki to work. Can go for j.B safe jump instead (Omit second 5A if Shadow) Both Link
Throw > OMB > 66 2C > [B+D] > 2B > jc falling j.2B > 66 5[B] > 236A~6~A > 214B (> 236236D) Red Axe, Burst 4401(6561) +10 SP (-50 SP) +0 Hard OMB Throw Combo, the 66 2C is a microdash. Both Link
CH Throw > 2A > 2B > jc falling j.2B > 66 5[B] > dc 2B > 2C > 214B > 5AA > 5B > 2A+B (> 236236D) Red Axe ? +? SP (-50 SP) +0 Hard Counterhit throw Combo Both Link

Midscreen to Corner

Corner Only

Combo Requires Damage SP Gain Axe Gain Difficulty Notes Form Video
2B > jc > j.2B > 7.jc > j.2B > j > j.BB > 7.jc > j.2B > hj > j.BB > j.C > 214B Yellow Axe 2901(3076) +37(38) SP +1 Easy Non Counterhit 2B route Both Link
5AA > 2B > j.BB > 7.jc > dl j.2B > 5D > 66 5B > 2A+B > 5D > 5[B] > 5D > 2A+B > 5D > jc > j.BB > jc > j.BB > 214B > 236236D Red Axe 6830 +25 SP (-50 SP) +0 Medium Corner Red 5AA route Both Link
FC 2B > jc > falling j.BB > 7.jc > falling j.2B > 5D > 5B > 2A+B > 5DD > 66 > 5[B] > 5D > 2A+B > jc > j.BB > 7.jc > falling j.BB > 236A~6~A > 214B > 236236D Red Axe 8934 +16 SP (-50 SP) +0 Hard Corner FC TOD on any character with 8500 or less health. Both Link


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