P4U2R/Labrys/Frame Data

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 Labrys



Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
Air Hitstun
(aka Untechable Time)
13F 15F 17F 19F 21F
Hitstop/Blockstop 9F 10F 11F 12F 13F
Counter Hit Hitstun +12F +12F +12F +12F +12F
Counter Hit Air Hitstun
(aka CH Untechable Time)
+12F +12F +20F +20F +20F
  • Hitting a crouching opponent adds 2F of hitstun
  • Instant Block Blockstun (Ground) = Blockstun - 2
  • Instant Block Blockstun (Air) = Air Blockstun - 4
For more values, see P4U2R/Frame Data


System Data

name health prejump backdash comborate personacards Unique Movement Options
Labrys 9,500 3F 21F (1~6F Inv All) 60% 3
  • Attacks that use her axe gain extra damage depending on her Axe Gauge (except 2A, Throw, Air Throw).
Axe Gauge
Level All Other Axe Attacks Weaver's Art: Beast (236236C/D) Brutal Impact (214214A/B)
Level 1 (Gray) -40% -20% +0%
Level 2 (Blue) -20% -10% +0%
Level 3 (Green) +0% +0% +0%
Level 4 (Yellow) +10% +30% +30%
Level 5 (Red) +20% +100% +100%

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 7 3 19 -7 Body 200 200 50 3 CSJO 14 11 15 17
5AA Normal 400 All 11 3 20 -6 Body - 0 100 50 4 CSO 16 12 17 19 29 39
5AAA Normal 200, 100, 600 All 12 2(6)3(23)6 30 -19 Body 0 400 50 4 CSO 16 6×2, 8 17×2, Launch (19 + Down 20)×2, 28 + Down 20 29×2, Launch (39 + Down 20)×2, 48 + Down 20
5AA Shadow 600 All 13 3 15 -1 Body 0 100 50 4 CSO 16 14 Launch 23 Launch 43
5AAA Shadow 1000 All 22 4 23 -8 Body 0 400 50 5 CSO 18 15 Launch 29 Launch 49
2A 160 Low 7 2 14 -1 Foot 500 100 50 3 CSO 14 11 15 17 27 37
5B 1000 All 15 2 25 -8 Body 300 100 1000 5 CSDO 18 15 19 21 31 41
5{B} 1200 All 36~87 2 35 -11 Body 200 100 1000 5 CSDO 25 20 Launch 28 + Slide 29 Launch 47 + Slide 29
5[B] 1500 Unblockable 120 2 25 Body 900 100 1000 5 CSDO 20 Launch 36 + Slide 29 Launch 56 + Slide 29
2B 800 Air Unblockable 17 4 26 -6 Body 8~26 H 0 300 50 5 CSJO 18 15 Launch 26 Launch 46
2{B} 1200 Air Unblockable 38~98 4 34 -14 Body 9~(41~101) Head 0 300 500 5 CSJO 23 13 Launch 41 + WBounce 30 Launch 61 + WBounce 30
2[B] 1200 Unblockable 122 4 34 Body 9~125 Head 700 300 500 5 CSO 13 Launch 41 + WBounce 40 Launch 61 + WBounce 40
j.A 300 High 9 2 6 Head 200 100 50 2 CSJO
j.B 600 High 15 4 14 Head 200 100 50 3 CSJO 14 14 15 17 27 37
j.BB 800 All 13 6 22 Head 200 100 100 5 CSJO 18 15 Launch 46 + WBounce Launch 66 + WBounce
j.2B 800 High 18 5 25 Head 200 100 500 4 CSJO 18 15 Launch 46 + WBounce Launch 66 + WBounce
5AB 300 High 27 4 33 -18 Body 10~27 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 1000 Low 15 3 20 -6 Foot 4~17 Chest 200 100 50 4 SO 16 12 Launch 23 Launch 43

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 300,150×3 All 31 4,4,6,6 Total 66 -3 Chest, Projectile Persona 1~Until Active All 300 100 50 3 CSO 14 0/+1 15 17 27 37
2C 500,250×2 All 28 6,6,6 14 -2 Projectile Persona 1~Until Active All 200 100 200 3 DSO 16 0/+1 Launch 44 Launch 64
5D 300×2 All 38 16 Total 53 +5 Projectile 400 100 50 3 SO* 14 0/+6 15 27 27 47
5DD 200×5 All 18 P(13)P(11)P(6)P(8)P Projectile 400 100 50 2 - 12 0/+3 13 15 + WBounce 10
j.C 300,150×3 All 13 6,6,6 33 Projectile Persona 1~Until Active All 200 100 50 3 SO 14 0/+6 15 17×3, 22 27 37×3, 42
j.D 400×3 All 33 P(8)P(8)P Total 40+9L Projectile 200 100 50 4 O* 16 12×2, 15 17 19 29 39

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0,1400 Throw 5 3 19 Throw 0 1000 50 0, 4 O 0, 20 Launch 49 + Down 28 Launch 69 + Down 28
Air Throw j.CD 0,1800 Throw 4 3 19 Throw 0 1200 100 0, 4 O 0, 14 39 + WBounce 60 59 + WBounce 60
5th Gen Axe Slash BD 900 All 26~85 4 42 -29 Body 1~(29~88) Guard All 1000 100 50 4 U 16 14 Launch 29 Launch 49 + WBounce 60
5th Gen Axe Slash BD Full Charge 900 Unblockable 100 4 42 Body 1~103 Guard All 900 100 50 4 U
Guard Cancel Attack 6AB 0 All 19 4 25 -12 1~21 Guard All 4 16 12 Launch 19 Launch 39

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Chain Knuckle 236A 500 All 20 8 25~32 -1 Chest 300 100 50 3 UO 14 8/+10 15 15 27 35
B Chain Knuckle 236B 500 All 24 13 25~37 -1 Chest 300 100 50 3 UO 14 8/+10 15 15 27 35
SB Chain Knuckle 236AB 500 All 24 8 25~37 -1 Chest 9~(24~31) P 300 100 50 3 UO 14 8/+10 15 15 27 35
Winch Dash Chain Knuckle &gt; 6 31~36 Total 1~(14~19) P
Brake Chain Knuckle &gt; 4 Total 21 1~4 P
A Chain Knuckle Extra Attack Winch Dash &gt; A 1000 High 20 10 36 -29 Head -4-20 300 100 50 4 O 16 8 Launch 27 + GBounce Launch 47 + GBounce
B Chain Knuckle Extra Attack Winch Dash &gt; B 800 Low 13 3 20 -6 Foot 500 100 50 4 UO 16 14 Launch 19 Launch 39
SB Chain Knuckle Extra Attack Winch Dash &gt; AB 1000 All 11 4 15 0 Body 300 100 1000 5 UO 18 15 Spin 29 39 Spin 41 59
A Guillotine Axe 214A 300, 480 [1200] All, High 11 5(9)12 17 -2 Body 500 100 50 3,5 UO 14, 26 6, 15 15, Launch 17 + Down 17, 21 + Down 17 27, Launch 37 + Down 17, 41 + Down 17
B Guillotine Axe 214B 300,800 [1600] All, High 18 5(9)12 20 0 Body 500 100 50 3,5 UO 14, 31 6, 15 15, Launch 17 + Down 20, 21 + Down 20 27, Launch 37 + Down 20, 41 + Down 20
SB Guillotine Axe 214AB 300, 640 [1600] All, High 17 5(9)12 20 -5 Body 100 500 1000 3,5 SUO 14, 26 6, 15 15, Launch 17 + Down 21, 56 + GBounce 27, Launch 37 + Down 21, 76 + GBounce
A Guillotine Aerial j.214A 400,200 [600/800] All, High, [All] 12 2(4)Until L,[10] 35 -13/-6 Head, Body, [Projectile] 400 [0] 100 [100] 50 [50] 3×2,[5] UO 14×2 [18/23] 6 [0/+13/+15] Launch [Launch] 37 + Down 5 [21 + Down 7/46 + Down 7] Launch [Launch] 57 + Down 5 [41 + GBounce / 66 + GBounce]
B Guillotine Aerial j.214B 600,300 [600/800] All, High, [All] 17 3(6)Until L,[10] 30 -8/-1 Head, Body, [Projectile] 400 [0] 100 [100] 50 [50] 3×2,[5] UO 14×2 [18/23] 6 [0/+13 0/+15] Launch [Launch] 37 + Down 5 [21 + Down 7/46 + Down 7] Launch [Launch] 57 + Down 5 [41 + Down 7 / 66 + GBounce]
SB Guillotine Aerial j.214AB 500,250 [600/800] All, High, [All] 12 2(4)Until L,[10] 25 -3/+4 Head, Body, [Projectile] 1~18 Guard All 400 [0] 100 [100] 50 [50] 3×2,[5] UO 14×2 [18/23] 6 [0/+13 0/+15] Launch [Launch] 37 + Down 5 [21 + Down 7/46 + Down 7] Launch [Launch] 57 + Down 5 [41 + Down 7 / 66 + GBounce]
Weaver's Art: Sword 22A 300, 200 All 82 14 Total 38 Projectile 300, 400 100, 200 50 4, 1 - 16 0/+16, 0/+35 42, 11 Stand 54, 23 Stand
SB Weaver's Art: Sword 22AB 300, 200 All 66 14 Total 38 Projectile 300, 400 100, 200 50 4, 1 - 16 0/+16, 0/+35 42, 11 Stand 54, 23 Stand
C Weaver's Art: Orb 236C 400 All 46 235 Total 35 Projectile 300 100 50 4 D 16 0 Launch 19 Launch 39
D Weaver's Art: Orb 236D 400 All 91 225 Total 35 Projectile 300 100 50 4 D 16 0 Launch 19 Launch 39
SB Weaver's Art: Orb 236CD 400 All 46 225 Total 25 Projectile 300 100 50 4 D 16 0 Launch 19 Launch 39

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
C Weaver's Art: Beast 236236C 1200,1000,500 All 4+(39 Flash)+9 Until Hit,(8)6,9 33+14L -43 Body 1~(End of Active) Guard All 0 500, 600 50 5 O 18 20 Launch 41, 71×2 Launch 61, 91×2
D Weaver's Art: Beast 236236D 1200,600,300×8 All 4+(55 Flash)+12 Until Hit(8)6,3×8 29+19L -59 Body 1~(End of Active) Guard All 0 500, 600 50 5 O 18 20, 6, 3×8 Launch 41, 51×9 Launch 61, 71×9
SB Weaver's Art: Beast 236236CD 1200,250,125×12 All 4+(39 Flash)+9 Until Hit(8)6,3×11 56+19L -95 Body 1~(End of Active) Guard All 0 500, 600 50 5 O 18 20, 6, 3×11 Launch 41, 151×12 Launch 61, 171×12
Weaver's Art: Breaking Wheel 214214C/D 130,75×7 per Wheel All 4+(63 Flash)+12 10×7,5 per wheel Total 100 +21 Projectile 1~27 All 0 1000 50 4 O 16 0/+1 17 19 + Down 10 29 39 + Down 10
SB Weaver's Art: Breaking Wheel 214214CD 130,75×7 per Wheel All 4+(63 Flash)+12 10×7,5 per wheel Total 100 +63 Projectile 1~27 All 0 1000 50 4 O 16 0/+1 17 19 + Down 10 29 39 + Down 10
A Brutal Impact 214214A 3000 Unblockable 111+(34 Flash)+5 6 88 Body 1~121 Guard All 0 2000 50 5 30 Launch 1021 Launch 1041
B Brutal Impact 214214B 4500 Unblockable 234+(44 Flash)+5 6 88 Body 1~244 Guard All 0 2000 50 5 30 Launch 1021 Launch 1041
SB Brutal Impact 214214AB 6000 Unblockable 246+(44 Flash)+5 6 88 Body 1~274 Guard All 0 2000 50 5 45 Launch 1021 Launch 1041

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Weaver's Art: Inquisition 222CD K.O All 1+(30 Flash)+59 Until Hit 114 Total -37 Projectile 1~78 All 0 100 50 5 18 0

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Labrys 5A.pngGuardAllStartup7Recovery19Advantage-7 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Labrys 5AA.pngGuardAllStartup11Recovery20Advantage-6 5AAA 5B, 2B 5C, 2C 5D Sweep Special, Super
5AAA NormalP4AU Labrys 5AAA.pngGuardAllStartup12Recovery30Advantage-19 - - - - AoA, Sweep Special, Super
5AA ShadowP4Arena Labrys 5AA.pngGuardAllStartup13Recovery15Advantage-1 5AAA Shadow - 5C, 2C 5D AoA Special, Super
5AAA ShadowP4Arena Labrys 5AAA.pngGuardAllStartup22Recovery23Advantage-8 - - - - AoA, Sweep Special, Super
2AP4Arena Labrys 2A.pngGuardLowStartup7Recovery14Advantage-1[3] 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super
5BP4Arena Labrys 5B.pngGuardAllStartup15Recovery25Advantage-8 - - 5C, 2C 5D AoA, Sweep Special, Super, Dash
2BP4Arena Labrys 2B.pngGuardAir UnblockableStartup17Recovery26Advantage-6 - - 5C, 2C 5D - Jump, Special, Super
5CP4Arena Labrys 5C.pngGuardAllStartup31RecoveryTotal 66Advantage-3[1] - - 2C 5D - Special, Super
2CP4Arena Labrys 2C.pngGuardAllStartup28Recovery14Advantage-2[1] - - 5C 5D AoA Special, Super, Dash
5DP4Arena Labrys 5D.pngGuardAllStartup38RecoveryTotal 53Advantage+5 - - - 5DD - Special, Super
5DDP4Arena Labrys 5D.pngGuardAllStartup18RecoveryAdvantage- - - - - - -
All-out AttackP4Arena Labrys AOA.pngGuardHighStartup27Recovery33Advantage-18 - - - - - -
SweepP4Arena Labrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 - - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Labrys jA.pngGuardHighStartup9Recovery6Advantage- - j.B, j.2B j.C j.D Jump, Special
j.BP4Arena Labrys jB.pngGuardHighStartup15Recovery14Advantage- - j.BB, j.2B j.C j.D Jump, Special
j.BBP4Arena Labrys jBB.pngGuardAllStartup13Recovery22Advantage- - - j.C j.D Jump, Special
j.2BP4Arena Labrys jBB.pngGuardHighStartup18Recovery25Advantage- - - j.C j.D Jump, Special
j.CP4Arena Labrys jC.pngGuardAllStartup13Recovery33Advantage- - - - j.D Special
j.DP4Arena Labrys jD.pngGuardAllStartup33RecoveryTotal 40+9LAdvantage- - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[2*] = X can be done twice per string, but can not go from X > Y > X
Labrys doesn't have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string


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To edit frame data, edit values in P4U2R/Labrys/Data.