P4U2R/Shadow Labrys

From Dustloop Wiki

Overview

Overview

Shadow Labrys, commonly referred to as "Shabrys", is a puppet character who stands out among the cast. Her Persona, the mythical bull Asterius (colloquially referred to as just Bull) is a slow but massive puppet that augments Shabrys at every stage of the game.

In neutral, coordinating Shabrys with Asterius can force many difficult situations onto the opponent. The Bull can help cover multiple angles at neutral, setup and confirm mixups, extend and finish combos, create offense and safety from her defensive options, all on top of filling the screen. Asterius can cover massive portions of the screen all by himself, and his moves generally have high damage and range. On the field at all times and completely independent, the Bull demands great awareness from the opponent just by existing.

On offense, Shabrys and Asterius have a full plate of offensive options to choose from such as large pokes that can secure blockstrings, a strike/throw game with safe yet powerful strikes and rewarding throws, and some hellish mixups. Left/rights, high/lows, and nearly inescapable command grab setups with Asterius's signature "Bite"P4Arena ShLabrys MassiveSlaughter.pngGuardThrowStartup63Recovery56Advantage- are all options that Shabrys can consistently access. In Awakening, Shabrys gains access to the TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- super, which automates Asterius and buffs him for the duration. This move has exceptional utility, allowing Shabrys to perform highly confusing mixups or confirm into huge damage.

However, Asterius comes with a unique set of challenges that make Persona management more complicated for her than the rest of the cast. Since Asterius is independent, Shabrys players must learn how to properly control and keep track of him in neutral. Shabrys must command Asterius to manually block with the D button, which can be difficult to keep track of in the heat of the moment. As well, many of Asterius's inputs can overlap with system mechanics (most notably Hop), which requires the Shabrys player to perform some unconventional button combinations to keep him sitting still. Overall, she requires gameplans to be made much larger in scope and further in advance to make the most of the character, which can be punishing if not mastered.

Choose Shadow Labrys if a high skill-floor and high skill-ceiling character appeals to you. Players from team games like UMVC3 or DBFZ will feel at home with classic assist-play neutral centered around circus tools such as homing assistsP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage- or setting up mixups behind the cover of hard-to-contest beamsP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage-.
P4U2R Shadow Labrys Nameplate.png
P4U Shadow Labrys Portrait.png
Health
8,000
Backdash
23F (1~6F Inv All)
Persona Cards
6
Combo Rate
55%
Fastest Attack
5A/2A (7F)
Reversal Type
Attack (15F)
Fatal Starters
5C
2C
214C/D
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
214214A/B

 Shadow Labrys works together with her Persona Asterius to create strong neutral sequences, suffocating pressure and an amazing knockdown game.

Pros
Cons
  • Bull Neutral: Large axe normals paired with Asterius's massive range cover absurd amounts of space in neutral. Additionally, many opponents struggle to keep track of Asterius and the screen pollution he creates.
  • Devastating Mixups: When cooperating with Asterius, Shabrys has full access to numerous high/low, left/right mixups and unblockable setups with her Biteloops in her pressure game.
  • Massive Damage: Shadow Labrys can consistently deal around 3500+ damage from most starters as long as Asterius is ready. Great corner carry and meter gain make her hits especially rewarding and her high damageP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 combo ending supersP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 pack a serious punch.
  • Titanomachia: The best Awakening super in the game, hands down. When the only counterplay for a move is to corner yourself so at least you can't get crossed up, you know that it's seriously messed up. If Shabrys can get to Awakening, she can activate this super in neutral and immediately turn the tides of the match or use it for damage to secure her win.
  • Meter Efficient: Similar to  Ken, coordinated offense with Asterius generates a ton of meter and generally does not require any to maintain or get damage. Thus, getting a turn with Shabrys usually snowballs easily and stocks her up with plenty to spend to steal it back even if the opponent escapes.
  • Persona is God: Shadow Labrys is much less threatening without her Bull, with much more limited combos and few ways to setup any offense. While she can mitigate some of these weaknesses with meter, it is more ideal to keep your Bull alive.
  • Cancelling off Asterius: With Asterius being out at all times, the opponent is able to hit it and freely cancel into jump or other normals and specials. This presents some unique strengths and weaknesses on defense and neutral, making another challenge for players to account for.
  • Fragile: Lowest health in the game, two hits can be all it takes to lose.


Asterius

Shadow Labrys has her persona Asterius out on the field at all times. His movement is done automatically and has the following quirks:

  • If Shabrys moves in any direction, Asterius will attempt to swim alongside her, eventually resetting his position directly behind his user.
  • If Shabrys moves far enough away from him in a short period of time (such as by airdashing or running), Asterius will dive into the ground and reset his position behind her.
  • Asterius can block with the D button, which will keep him locked to a specific position until he stops blocking.

Unlike most other Personas, Asterius is fully independent from Shadow Labrys. Specifically, Shabrys players must separately time Asterius moves in conjunction with Shabrys moves to finish combos, coordinate pressure or cover angles in neutral. One common midscreen combo ender requires the player to input j.AP4Arena ShLabrys j.A.pngGuardHighStartup9Recovery12Advantage- followed by 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun then cancelling into Aerial GuillotineP4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6. When the Aerial finishes, the primed 5C follows immediately and knocks the opponent down properly.

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 during certain portions of 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-, SB skills and Titanomachia.

One may cancel all of Asterius's normal Persona attacks into Persona specials and supers on hit or block. For example, 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun can be cancelled into Flame of HadesP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage- for pressure/okizeme or Challenge AuthorityP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 for extra damage.

Lastly, Asterius's attacks must be blocked relative to Shadow Labrys's position. If Asterius is performing 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun to your left while Shabrys is to your right, you must hold down-left in order to block his incoming attack.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Attacks

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 7 3 19 -9 Body
5AA 400 All 12 3 15 -3 Body
5AAA 1000 All 17 4 23 -8 Body
5A
Total: 28
  • Jump cancelable on hit and block.
  • Does not gatling into itself or 2A.

Very important normal for pressure, as it is her fastest jump cancellable normal on block and leads to staple blockstrings that are gapless on normal block. Reaches the farthest of her ground A normals, making it the default fast button for close engagements. Does not gatling into itself and does not continue into 5AA when holding 4, which makes mashing out of pressure somewhat difficult. Pretty long whiff recovery for a jab.


5AA
Total: 29

Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.


5AAA
Total: 43

Mostly a combo tool. At midscreen, it is your most consistent ground launch for combos, making it a BnB staple. On block, use 5B instead as this can whiff at max range. If they do block it, you have access to a simple high/low followup between Guillotine and the new sweep cancel.

Completing the auto-combo adds Guillotine Axe AP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 > Challenge Authority CP4Arena ShLabrys ChallengeAuthority.pngGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25. Shabrys can easily use Asterius to keep the combo going after the autocombo GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7, getting the extra burst and meter while still netting decent damage and good momentum.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 2 14 -3 Foot

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 13 2 21 -8 Body
Total: 35

5B is a little slow for a poke and it isn't fast enough to contend with something top-notch like  Mitsuru's 5A. Still, threatening with 5B is an integral part of Shabrys's neutral, as the space it covers and the potential damage with Asterius discourages opponents from simply holding forward on the ground. Unlike many other 5Bs, it is not Chest attribute, so it cannot be universally low-profiled.

5B is also a common CH punish starter, getting an easy 3000 damage and a setup with proper Bull usage.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 Air Unblockable 20 4 25 -12 Body 7~23 Head
Total: 48
  • Jump cancellable on hit and block.
  • Slower but potentially more painful CH punish starter.

Very slow to start and recover but covers a huge amount of space above her, including behind Shabrys. Used in combos to launch opponents or in neutral as a risky but extremely potent anti-air attack.

At neutral, the slow startup is usually compensated by the Bull blocking an opponent's aerial attack, which gets them stuck in hitstop and holds them in place for a juicy CH. CH 2B is her second best starter, only rivaled by a Fatal Counter 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 9 4 12 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 High 15 4 14 Head
Total: 32
  • Iconic giant air button for space coverage.
  • Goes active behind Shabrys first and takes time for the move to go active in front of her

j.B is a huge attack with a hitbox that hits all around Shabrys, which combine with air options to create ambiguous left/rights constantly. Since it can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach.

Be aware of the slow startup especially when covering space in front of Shabrys, a player's over-reliance on j.B is easily countered with preemptive or fast anti-airs.

j.BB and j.2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.BB 800 All 13 6 22 Body
j.2B 800 High 13 4 25 Head
  • This attack can be performed on its own as a command normal with any downward input (j.1/2/3B), or as a follow-up to j.B
    • The two moves share the same animation, but have very different use cases and the game considers them separate for SMP purposes.
  • Jump cancellable on connect.
j.BB
Total: 40

Exclusively restricted to corner combos, as the landing recovery and momentum stop make it impossible to use for most other situations. However, this button alone makes corner combos very painful and the wallbounces buy plenty of time to setup Bull for an extension or a knockdown.

j.2B
Total: 41

j.2B performs j.BB as a standalone move, giving Shabrys the big hitbox and wallbounce without the landing recovery or the momentum change. Has a ton of use in various combos, most prominently for midscreen corner carry. At neutral, it is a strong air-to-air and air-to-ground tool due to j.2B's enormous hitbox and relatively small hurtbox.

Persona Normal Attacks

All of Asterius' normals are cancellable on hit and block to his specials and supers. The startup and recovery of all of his moves are significantly long. Thus, whiffing an Asterius move creates a big window where Shabrys is uncoupled, solo and has to wait for Bull to be ready. Much of the key to succeeding with Shabrys is learning how to time Shabrys and Bull inputs around each other and maximising the collective uptime between the two parts of the character.

Since Persona moves take so many frames, there won't be frame data charts made for them. Suffice to say, they take a lot of time to start and a lot of time to recover.

Knuckle Train

Persona Required 5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1600/1800/2000 [1600] All 65/77/89 [45] 6 87 [30] 13 hitstop + 28 blockstun Body
  • Wallbounces on hit.
  • Can be charged to delay the attack and increase its damage.
  • Staple pressure extender and combo ender.
  • Bracketed values refer to the Titanomachia variant.

A horizontal punch that is a mainstay of Shabrys offense. It follows easily in regular grounded pressure and is one of her most flexible combo enders, giving the most breadth in terms of potential okizeme.

Hammer Uppercut

Persona Required 2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2000 All 85 8 47 [35] Body 13 hitstop + 28 blockstun
  • Tracks the opponent.
  • Asterius will be interrupted if Shadow Labrys is put into blockstun on frames 1-27 of start-up and within a short window after Asterius reemerges.
  • Mid-combo, this gives Shabrys the most flexibility for followups or setups, making it her best combo extender.
  • Bracketed values refer to the Titanomachia variant.

Asterius dives into the ground, before tracking to the opponent's location and re-emerging with a brutal vertical swipe. The homing feature, significant blockstun, and difficulty to predict makes this a perilous move for the opponent to contest.

The threat of the attack forces most characters to quickly stop their offense to dodge or block it. An opponent that disrespects it eats a 2000 damage Fatal Counter, which is easily her best combo starter. Understanding and accounting for how an opponent deals with 2C is a cornerstone of Shabrys neutral play.

Many opponents lament how inconsistent it is to interrupt and reset 2C. The main thing to understand is the act of putting Shabrys in blockstun is what interrupts the move and not blockstun itself. Characters who don't have accessible multi-hit moves will generally have a much harder time to interrupt Asterius here.

In combos, 2C's hit behaviour, hitstun, and good Bull recovery altogether give the player the full breadth of Shabrys setups to choose from. For optimal combos, it is one of the consistent meterless branches into and out of TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-.

Terra's Eruption

Persona Required 8C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200×5 All 42 8×4,4 60 [27] 4 hitstop + 14 blockstun Projectile
  • Anti-air space coverage.
  • Fastest startup for a Bull normal make it an important combo extender for stray hits.
  • To input it at neutral without jumping, one can hide the input behind a low duration move like 2A or backdash.

Asterius rears back his head and unleashes a torrent of flame from his horns. A good preemptive anti-air barrier that whiffs on grounded opponents. Just like other Bull normals, it easily cancels into specials for further pressure.

8C's fast startup makes it the easiest way to extend combos. It is commonly used to relaunch after a j.214B groundbounce. The extended recovery however means it usually leads to less optimal okizeme setups, as it leaves Asterius unavailable for a normal like 5C to knockdown.

Cliff of Creta

Persona Required D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
  • Does the same move regardless of any direction of D, regardless if Shabrys is grounded or airborne.
  • Necessary to avoid random breaks or breaks from stronger moves.
  • Asterius already absorbs non-beam projectiles if they are too weak to break him; guarding however helps to make this intentional.
  • Held and toggled block has different behaviour with followup inputs.
  • Blocking keeps Asterius locked into position until he stops.

Asterius's manual block button. Since he's always on-screen, activating Asterius's guard keeps him safe and helps you avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows and blocks any move that pass the 400 damage threshold.

Generally Asterius absorbs projectiles, so a single-hit projectile that connects on Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. If a character relies on projectiles for pressure, this can create gaps in their offense for you to take advantage. Certain beam moves like Rise's D buttons or Adachi's 5D will ignore it and still continue past Asterius.

Pressing D once (or toggling) will force Asterius to block for a short window, after which Asterius will remain blocking but followup commands using C or D buttons will activate Asterius. Thus system options like Roll, Hops, Furious Action, and Throw can all trigger Asterius to attack. Holding D, on the other hand, will keep Asterius in guard no matter what else is pressed. Choose or mix a style that suits you best.

For newer players, a common introduction to this concept is this portion of Shabrys's autocombo BnB: 5AAA > hop (2A+C) > j.2B. It requires D to be held or tapped around the hop input, otherwise Asterius will attempt to 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage- during this sequence, which will leave Asterius in recovery and unable to finish the combo.

Additionally, blocking holds Asterius's location, even if he is off-screen while Shabrys is free to move. This can create opportunities to fire a Bull move from off-screen to surprise your opponent.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 27 3 31 -17 Body 10~27 Guard Strike
Total: 60
  • Universal overhead

Shabrys's AoA Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. is not considered to be particularly useful, as she already has an overall better standing overhead in Guillotine Axe (214A/B)P4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 that's faster, safer on block and more rewarding on hit. Is only ever really used for the surprise factor if the opponent is more used to reacting to that other overhead instead of this one.

The other main use of AoA would be to autoguard against your opponent's defensive mash. However, thanks to Asterius's backup, Shabrys can use her DP for foolproof anti-abare An attack during the opponent's pressure, intended to interrupt it. much more effectively.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 Low 15 3 20 -6 Foot 4~17 Chest
Total: 37
  • Slow, long-range low.
  • Better proration starter than 2A.
  • Chest invulnerable, like most sweeps.

Fairly negative on block on its own. Similar to most sweeps, cancels are restricted to DP, specials, or supers but Shabrys also has a puppet to cover or confirm off it. Now low-profiles chest-attribute attacks such as  Narukami's 5B and  Mitsuru's 5A, making it an important counter-poke.

Sweep and 2A are Shabrys's only low-hitting moves. Due to the higher startup, use sweep to feint a GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 overhead. Sweep is a much better combo starter and confirms give significantly more damage over 2A.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1500 Throw 4 3 19 Throw

5th Gen Axe Slash

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 15 4 42 -24 Body 1~18 Guard All
Total: 60

Shabrys has an autoguard Furious Action like her sister character Labrys. However, it has much faster startup and it suffers much less hitstop if Shabrys is hit during the autoguard portion. Because of the startup and the autoguard, most characters get safejumps on her that they normally wouldn't on other characters. Opponents may also counter it on her wakeup by mashing jab or a short airdash string and reacting with their own DP. Past the immediate wakeup is where her DP really shines, as it is much harder for the opponent to consistently tag the startup and react quickly.

Among many unfair things about Shabrys, one can time Asterius to keep your DP attempts safe and create / maintain offense from it. Specifically, having DP covered by Asterius is really good at winning neutral scrambles or stuffing a defender mashing during your pressure, while still being plus on block if they respected it. On your own defense, most Bull moves are too slow to help but one can combine DP and SB Massive SlaughterP4Arena ShLabrys MassiveSlaughter.pngGuardThrowStartup63Recovery56Advantage- with some effectiveness and it doubles as a natural DP~Throw Tech option select.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 19 4 25 -12 Body 1~21 Guard All

Skill Attacks

Guillotine Axe

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 1200 High 23 12 20 -7 Body
214B 1800 High 30 12 20 0 Body
214AB 1200 High 23 12 20 0 Body
  • Ground bounces on hit.

All Versions of Guillotine Axe are a huge overhead axe attack just like regular Labrys's, but it differs in that it lacks the initial mid hit, only having the overhead slam alone. This makes it harder to react to, but firing this overhead requires some conditioning or a prior Asterius move to cover the startup, otherwise it is quite easy to fuzzy mash or fuzzy DP it.


214A
Total: 54
  • Fastest startup.
  • The mixup version.

Generally the go-to version for mixups. Any Asterius move can be used to confirm this but 214CP4Arena ShLabrys BuffaloHammer.pngGuardAllStartup60Recovery60Advantage- is usually the easiest to use, requiring little manual timing. Without Asterius, Shabrys needs either a Fatal Counter or meter to get proper followup.

A little minus on block on its own, but should not usually matter with Asterius to cover.


214B
Total: 61
  • Slowest startup but 0 on block.
  • The combo version for optimal routing.

Pretty exclusively used for max damage confirms using some combination of TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-, OMB or Fatal Counter. Has no easy way to combo into or out of it otherwise and is significantly more reactable in mixups.


214A+B
Total: 54
  • As fast as the A version and as safe as the B version.
  • Special cancellable.

The most self-sufficient version, having fast startup and better safety on block. The ground bounce and the recovery allows Shabrys to link 2A solo after this in the corner.

While this version is special cancellable, Shabrys has limited specials to use from here: cancel to more Guillotines (which is used for some optimal combos) or cancel to Chain Knuckle which, for now, has no practical application.

Chain Knuckle

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 500 All 15 8 20~27 -2~-9 Chest
236B 500 All 18 13 20~32 -2~-14 Chest
236AB 500 All 15 8 17~29 +1~-11 Chest 7~(End of Active) P
  • A single shot horizontal space coverage tool at neutral.
  • SB version has brief projectile invulnerability.
  • Significant whiff recovery; on whiff it forces the longest recovery possible.
  • Shabrys's only move with Chest property.

Unlike Labrys's Chain Knuckle, Shabrys has no follow-up attacks from this. Much like the rest of the character, it requires a well-timed and -placed Asterius move to convert or make pressure off it. Useful to harass opponents on the ground without giving up positioning.

Recovery is determined by how far her knuckle travels: the longer it extends, the longer it takes to recover. This makes it a fine combo or pressure tool, but makes it terrible to whiff at neutral. Charts reflect the highest recovery possible. It is the only move Shabrys has with Chest property.


236A
Total: 49
  • Fast startup.
  • Reaches about half-screen.
  • Occasional corner combo tool.

The default fast version, generally the speed is used to quickly check your opponent at half-screen. Can be used to extend combos in the corner, but requires help from Asterius to keep it going.


236B
Total: 62
  • Slower startup.
  • Reaches about 3/4ths of the screen.
  • Wallbounces in the corner for a combo.

A combo extender for corner confirms that can be used solo and doesn't require meter. It does, however, need an airborne sweepP4Arena ShLabrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 hit, which is a fairly specific condition. At neutral, it is even worse on whiff but reaches just about full screen.


236A+B
Total: 51
  • Fast startup and good recovery
  • Wallbounces midscreen.
  • Most accessible combo extender for solo Shabrys.
  • Some projectile invulnerability allows Shabrys to more directly contest some zoning.

Buffed with 2.5, any sweepP4Arena ShLabrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 hit into SB Chain Knuckle now wallbounces midscreen, which she can chase after to keep comboing. This allows her to get a long solo combo, for times you are Persona broken or you had committed Asterius to something else just when you got a hit.

Has projectile invulnerability starting at F7 up through its active frames. In practice, a very far hit at neutral, especially on grounded opponents, does not usually give a confirm on its own, which reduces some of its effectiveness. Asterius can patch this hole as always, but he must be primed well ahead of time and used in anticipation of your opponent's neutral pattern, rather than on reaction.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300 100 50 5
236B 300 100 50 5
236AB 500 100 50 5

236A:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 31F


236B:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 36F


236AB:

  • Shadow Labrys immediately enters recovery on hit/block
  • Recovery increases with how long it takes for opponent to get hit/block the attack
  • On whiff recovery is 33F

Guillotine Aerial

j.214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.214A 400, 200 [600/800] All, High, [All] 12 2(4)Until L,[6] 34 -13/-6 Head [Projectile]
j.214B 600, 300 [600/800] All, High, [All] 17 3(6)Until L,[6] 40 -19/-12 Head [Projectile]
j.214AB 500, 250 [1000] All, High, [All] 15 2(4)Until L,[6] 35 -7 Head [Projectile]
  • Default air juggle ender.
  • 3rd hit is a techable ground bounce.
  • Combine the meterless variants with Asterius to end combos and setup okizeme.
  • Use meter or Air Turn to create a knockdown solo.
  • Bracketed values are for the last 'shockwave' hit created on landing, with the second value for 'buffed' Aerials which occur if Shabrys performs the Aerial high enough.
  • Can be used in mixups, adding one last overhead before landing in an airdash string or TK'ed directly from the ground.

Staple air special for combo extensions and enders. Meterless variants do not usually knockdown by themselves and must be combined with Asterius to finish the combo.

Some routes allow you to "cheat" by using Air Turn. When backwards and far enough away, Shabrys only connects with the first hit of Aerial, which causes them to fall slowly to a regular knockdown. Otherwise, if situations still don't permit it, Shabrys can use meter for SB Aerial to secure the knockdown.

The last, third hit is a shockwave that is created when Shabrys lands on the ground. If Aerial is performed high enough, then on landing, the shockwave gets buffed with more damage and blockstun.

Only the second, falling hit must be blocked high which can be used to make an ambiguous mixup. Aerials stop your momentum, so one can use it for a surprise overhead at the end of an airdash string or simply TK it from the ground. However, Aerials at low height are minus enough on block to get severely punished by most characters -- one must have Asterius for cover or use meter to OMC for safety.


j.214A
  • Fast, staple combo ender.
  • Carries momentum slightly

Fastest start-up of all versions and most frequently used to end combos, as j.AP4Arena ShLabrys j.A.pngGuardHighStartup9Recovery12Advantage- > j.214A still works even with significant decay. This version also keeps your forward or backward momentum which can apply for certain midscreen routes or advanced Titanomachia routes.


j.214B
  • Slow, slightly more damage.
  • Usually preferred for extending combos rather than ending them.
  • Does not carry momentum, making it slightly more finicky to use

Mostly used as a combo extender, since the higher damage is better used earlier in the combo and the longer move duration helps stall time for Asterius to reach you. In the corner, ending with either A or B version is roughly interchangable.


j.214A+B
  • The only version that knocks down on its own.

Knocks down without Asterius at the expense of meter. Virtually unchanged from Arena, muscle memory for setups from that version mostly still work from this ender.

Persona Skill Attacks

The same rules apply here as with Persona normals: Asterius has automatic guard against anything less than 400 damage and is interrupted if Shabrys blocks. However, these restrictions are temporarily overridden during a Persona SB skill or Titanomachia. For the duration, Asterius can only be interrupted by a super or by hitting Shabrys herself.

Since Shabrys is independent, inputting SB Persona skills naked will come at the cost of Shabrys attempting a throw. Ideally, players should employ some manual and mental dexterity to hide the input behind something else. The safest options are quick jabs or backdash, but one can hide the input behind anything else to maximise uptime.


Buffalo Hammer

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 2000 All 60 6 60 Body
214D 2000 All 72 6 84 Body
214CD 1000×2 All 72 6(21)6 84 Body
214C Titanomachia 2000 All 66 6 41 Body
  • Temporarily increases Asterius's armor to 600 damage for the duration.
  • Asterius 'stands' and raises his fists very high, increasing his hurtbox upwards and deceptively covering a lot of vertical space on the slam.
  • Creates a shockwave on the ground when Asterius slams his fists down.
  • Fatal CH starter.

A situational tool in some matchups, as Asterius's armor is increased to 600 damage during Hammer. Generally it means opponents have to commit to a less safe button to interrupt Asterius, which is then easier for Shabrys to snipe and punish. Specific applications need to be assessed on a character-by-character basis.

As Asterius rears back, his hurtbox increases significantly, going slightly past jump height. The combined height and armor can create a better wall for Shabrys to advance behind. Subsequently, the slam hits anything at jump height in front of Asterius, which will usually catch some opponents off guard.

If the slam whiffs when Asterius slams his fists on the ground, it makes a fullscreen blockable shockwave. If in position, Shabrys can follow this with a combo.


214C
  • Fastest to start, lowest damage, shortest distance travelled
  • KD on hit, ground bounce on CH.
  • Easiest combo ender to learn, where 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun requires more precision to work
  • Default version to use for combo finishers or to followup A GuillotineP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7

Baby Shabrys players's first meterless knockdown tool. Most prominently, this is the easiest way to finish confirms involving 8CP4Arena ShLabrys 8C.pngGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun especially midscreen. Setups from a Hammer knockdown are relatively limited but you have options.


214D
  • Slower to start, better damage, farther range travelled.
  • KD on hit, ground bounce on CH.
  • Default version for neutral engagements.

Extremely good reach, Asterius's slam reaches opponents past half-screen away. Combined with the better armor, it is a solid space creation tool for the ground in front of Shabrys. The combined range and jump height active box can really take opponents by surprise, as it is an unlikely space for Shabrys to cover.

In theory you can prime this version for the same use cases as the C version, but it's simply less suitable for it. For mixups, priming it early might give the play away. For combo enders, the added recovery plays worse for okizeme or subsequent pressure.


214C+D
  • Identical startup and recovery to the D version.
  • Bull slams the ground twice.
  • Ground bounces on hit, instead of just knockdown.
  • Used mostly because it is an SB Persona move and can help win neutral on its own for the next few seconds.

Reaches as far as D version but moves forward and slams one more time. The ground bounce makes it much easier to followup at range than the meterless variants.

Pretty exclusively used at neutral to stack the odds in your favour. For only 25%, Asterius being impervious to anything but supers and persisting on block is an entirely overwhelming advantage that even Shabrys's worst matchups have to respect. If you can sneak the input out, it can grind any momentum they had at neutral to a halt and buy back a turn.

Flame of Hades

Persona Required 236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 200, 100×2, 1000 All 77 5×3(11)30 Total 179 Projectile
236D 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile
236CD 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile
  • Default okizeme and pressure tool.
  • Fullscreen reach makes it a fine way to create space at neutral.
  • Slow startup usually means Shabrys has to enforce or defend to get it off at neutral.

Asterius shoots a beam that covers the entire bottom of the screen, ending with a flame explosion at the tip, at full screen distance.

Used very extensively on offense and can be used plenty at neutral with the right calls.


236C
  • Fastest startup, longest recovery.
  • Fewest hits on the laser.
  • The more neutral-friendly version.

Has some use at neutral for its speed. Still, this laser is still pretty slow. It is somewhat debatable if the added speed is a very big advantage over its counterpart. Moreover, Asterius takes a long time to recover which hinders pressure and confirms from this move.


236D
  • Slow startup, fast recovery.
  • Most hits on the laser.
  • The pressure/okizeme version.
  • Leads to very easy corner high/low okizeme.

Generally the more useful version. This laser has more hits on the initial beam and locks them down longer. The coverage is long enough that Shabrys can jump and go for a classic airdash high/land low mixup. Asterius then recovers quick enough to prime another move to extend the confirm or pressure from there.

In the corner, a 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun knockdown into an immediate 236D leads to a very easy safejump.


236C+D
  • Frame-data is identical to D laser.
  • Much like SB HammerP4Arena ShLabrys BuffaloHammer.pngGuardAllStartup60Recovery60Advantage-, is used mostly at neutral for its properties as an SB Bull move that can't be interrupted easily.
  • Because of its range, opponents have to respect this even from fullscreen.

Completely identical to the D Laser other than the SB properties.

Like SB Hammer, a Persona move that persists through block is an absurd advantage. For only 25% meter, opponents have to use a lot of resources to contest Asterius (this means super OMC -- 100% meter use vs. your 25%), have a read and hit Shabrys outright, or give Shabrys the initiative for the next few seconds.

Massive Slaughter

Persona Required [4]6C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[4]6C 0, 800, 400×4 Throw 63 8 56 Throw
[4]6D 0, 800, 400×4 Throw 81 8 56 Throw
[4]6CD 0, 800, 400×4 Throw 45 8 56 Throw
[4]6C Titanomachia 0, 800, 400×4 Throw 63 8 56 Throw
  • The infamous Bite command grab.
  • Bite okizeme is much more strict to setup and enforce, unlike say, 236D okizemeP4Arena ShLabrys FlameOfHades.pngGuardAllStartup77RecoveryTotal 179Advantage-.
  • Robust routing in 2.5 lets Shabrys feint either slow or fast grab with very little difference to tell them apart.
  • Bites have no audio-visual cue on startup, which players can use to surprise opponents at neutral.

The most unique offense available to Shabrys, as no other character in the game can layer a grounded command grab on top of a regular strike that is unblockable due to jump startup. Yes, that means if your opponent is in the crosshairs facing this down, they are taking damage either way or pressing something invulnerable to challenge it.

More details will follow in other pages, but generally Bite okizeme is more knowledge and execution-intensive, demanding greater precision from the player to pilot. That said, 2.5 Shabrys is her most robust version for setting up Bites, having identical combo / setup options that can punish both early or late tech, both midscreen or in the corner.

Unlike other Asterius moves, Bites have no sound or screenshake to signal its startup which make it a solid surprise play at neutral or pressure, if the Bull is positioned for it.


[4]6C
  • Medium startup.
  • Short travel distance.
  • Slight blind spot next to Asterius.
  • Inflicts Poison on hit.

Usually the first Bite to learn to use, since this can be used easily to punish immediate techs. This is also generally the easiest to use on block, having a relatively quick time to fire and no input overlap like SB Bite.

Poison makes this the most damaging version to use, inflicting roughly ~500 extra damage that is unaffected by Awakening.


[4]6D
  • Longest startup.
  • Farthest travel distance.
  • Significant blind spot next to Asterius.
  • Inflicts Silence/Mute on hit.

The easiest Bite to time for late techs. However, the significant blind spot requires specific combo routing to make it work in the corner.

Notably, the far distance it travels make it the best Bite to use for surprise off-screen shenanigans or for neutral engagements.


[4]6C+D
  • Fastest startup, of both all Bites and all of Asterius's non-super moves.
  • Inflicts Fear on hit.
  • Travel distance / blind spot seem similar to C version.

Startup is so fast that it's not typically usable for regular okizeme. It is easier to use in block pressure where you can hide the throw input behind a button.

Also, it is fast enough to combine with defensive system options like DP or Roll to keep Shabrys safe or force the opponent to change their punish to account for this move. As mentioned in the DP section, this combines together naturally to make an elevated DP~Throw Tech option select.

Fear also gives Shabrys access to a classic Fear strike/throw the way Adachi or Liz can. Note that Shabrys can combo off a Fatal throw solo anywhere on screen.

Public Execution

Persona Required [2]8C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[2]8C 0, 1200, 600 Throw 63 6 107 Throw Persona 22~41 All
Persona 102~131 All
[2]8D 0, 1200, 600×2 Throw 83 8 102 Throw Persona 22~61 All
Persona 127~156 All
[2]8CD 0, 1200, 600×3 Throw 51 7 93 Throw Persona 22~31 All
Persona 91~120 All
[2]8C Titanomachia 0, 1200, 1500 Throw 39 6 79 Throw Persona 15~17 All
Persona 77~78 All
  • At neutral, a preemptive, somewhat specific anti-air command grab.
  • In combos, an important tool to link multiple Brutal ImpactP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 supers.
  • Unlike 2CP4Arena ShLabrys 2C.pngGuardAllStartup85Recovery47 [35]Advantage-, if Shabrys is hit or blocking while Asterius is underground, he will be interrupted.

At neutral, the bite covers a small part of the screen, with relatively long startup and none of the magic that 2C has. All in all, it makes a very specific, preemptive call-out tool. However, once active, it is completely air unblockable. If opponents are in that space, they have to preemptively evade it or get caught.

Additionally, the long catch time and the wallbounce at the end of the grab means Shabrys can get massive corner push by manipulating the screen as this move resolves. Altogther, getting the corner for a successful gamble at neutral is a good deal.

While it is possible to combo into it, the charge time, awkward input, and the terrible proration restrict options heavily. The most prominent use case is after Brutal Impact, using this to combo into a second Brutal Impact.


[2]8C
  • Medium startup.
  • shortest distance travelled from the Bull's initial position.
  • fewest hits, opponent keeps same side.

Probably the least utility version currently. The limited range it covers and that it is easily interruptible make it very weak at neutral. Meanwhile, the short catch time on hit means it doesn't buy enough time to charge a Brutal Impact.

At the moment, its best use is the very specific, finicky and probably impractical air unblockable setup off a blocked 8CP4Arena ShLabrys 8C.pngGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun.


[2]8D
  • Slowest startup.
  • Bull travels farther forward before reappearing.
  • Hits 4 times, opponent switches sides.

The larger range makes it much easier to use at neutral, as it grabs people out of jumps where Shabrys doesn't threaten otherwise.

With Awakening, this is an excellent corner combo tool, as it creates combo extensions from both TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- and Brutal ImpactP4Arena Labrys BrutalImpact.pngGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 into a second Brutal Impact for explosive, unburstable damage.


[2]8C+D
  • The reason Shabrys has a hard time using the fuzzy jump~throw tech defensive option select.
  • Fastest startup.
  • Same distance travelled as D version.
  • Hits 5 times, opponent keeps same side.

The fast startup and enhanced range makes it a bit easier to use for neutral callouts. That said, it is more often seen because Shabrys tried to fuzzy jump.

Theoretically has combo applications but currently other routes are superior for damage or meter efficiency.

SP Skill Attacks

Challenge Authority

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2400 All 4+(60 Flash)+14 6 Total 121 -25 Body 1~23 All
Persona 1~End All
236236D 2600 All 4+(60 Flash)+14 6 Total 115 -19 Body 1~23 All
Persona 1~End All
236236CD 2600 All 4+(60 Flash)+14 6 Total 115 -4 Body 1~23 All
Persona 1~End All
  • Both Shabrys and Asterius are invulnerable through startup.
  • Can't be used immediately on wakeup, as Bull is not available frame 1.
  • Starts at Asterius's position and not Shabrys's.
  • Deceptively large hitbox.
  • Used mostly for combos or neutral punishes.
  • NOT OMC-able or OMB-able.

Colloquially called "punch super", this is the only reliable move where both Shabrys and Asterius have proper invulnerability (with the only close alternative being Instant KillP4Arena ShLabrys LabyrinthosGate.pngGuardStartupRecoveryTotal 13+(60 Flash)+6Advantage- and only Shabrys is invulnerable for that). However, due to some quirk of the system, Asterius does not return immediately on wakeup, which locks this out as an immediate reversal.

More often, the super is used to add some damage at the end of combos or snipe reckless behaviour at neutral. The hitbox of this move is perhaps double the size of the animation itself. Additionally, this super starts immediately at Asterius' position and not Shabrys's, which gives you an edge if your Bull is displaced away from you. Put together with invulnerability, this means unwary opponents hanging out around Asterius are liable to eat a huge chunk of damage in one action.

However, this super has no possible cancels and opponents have an assured punish if they bait this super.


236236C
  • Fastest start-up but highly negative on block.
  • Mostly the neutral snipe version.

The quick startup means this is mostly used for the quick startup to snipe opponents at neutral. In 2.5, it is generally more desirable to finish combos with the D version.


236236D
  • Slower start-up with better recovery.
  • Slightly more damage.
  • Links to 5A on a close CH.

Generally with 2.5 Shabrys's combo structure, this slower version still works from her common combo enders namely Guillotine AerialP4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6 or 5CP4Arena ShLabrys 5C.pngGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun. After the super hits, Shabrys recovers fast enough to safejump an immediate tech, where the C version is stuck in recovery for much longer. All in all, this version is categorically better as a combo ender.

The longer startup and invulnerability also makes it a solid choice in DP-Super chicken games. Notably, opponents autopiloting a Roll to avoid the C version at the superflash will get caught by this. On a close CH, Shabrys can link 5A for a short combo.


236236C+D
  • C version startup with D version recovery.
  • Does the most damage and has best frame advantage on hit.
  • The quickest combo extender Asterius has.
  • Only -4 on block.

Unlike other versions, this super actually can extend combos rather than just end it. On hit, it leads to a quick juggle for a knockdown. This is the most fire-and-forget Asterius extension you can ask for, requiring no priming to synchronise his timing with Shabrys -- as long as both are in a cancellable state and Asterius is in position, this will work.

If you do choose it as a combo ender, the extra time can be used to make a more intricate okizeme setup.

On block, this is only -4 which makes it unpunishable. However, she is still very vulnerable if it whiffs altogether.

Awakened SP Skill Attacks

Brutal Impact

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 2500 All 25+(34 Flash)+5 6 62 -49 Body 1~35 Guard All
214214B 3500 All (127~235)+(44 Flash)+5 6 88 -75 Body 1~(136~244) Guard All
214214AB 5000 All (157~265)+(44 Flash)+25 6 88 -75 Body 1-191 Guard All
  • Like DPP4Arena ShLabrys BD.pngGuardAllStartup15Recovery42Advantage-24, this move has unthrowable autoguard instead of true invulnerability,
  • Fatal Recovery.
  • No cancel options at all, but one can try to use Asterius for safety.
  • The only super available to Shabrys when Persona broken.

Mostly used a function to dump meter for big damage. Due to the long startup, lack of cancel options, Fatal Recovery and the autoguard, it has very limited use as a reversal. However, one may try to use Asterius (perhaps an SB Skill) to cover the recovery.


214214A
  • Fastest startup.
  • Short travel distance, roughly 1/2 screen.
  • Minimum damage: 750.

Fires the quickest for a quick meter dump but other options will give much better bang for your buck. On its own, the damage or setup isn't much better than punch super, but one does have the option of comboing after this, with Public ExecutionP4AU ShLabrys PublicExecution.pngGuardThrowStartup63Recovery107Advantage-.


214214B
  • Slower startup.
  • Travels fullscreen.
  • Minimum damage: 1050.

The version of choice for 150 meter corner TitanomachiaP4AU ShLabrys Titanomachia1.pngGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- conversions, which so far is the highest damage Shabrys can get in one confirm.


214214A+B
  • Slowest pre-flash windup and post-flash startup
  • Travels fullscreen.
  • Minimum damage: 1500.

Routes with SB Brutal are mostly used if you're not sure you will be in position for a double B Brutal ender or if you have 125 meter but not the full 150. These routes still do great damage.

However, it is a completely separate timing with its own quirks to learn as it fires very differently from the B version.

Titanomachia

Persona Required 214214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C Total 4+(135 Flash)+23 4~4 All
214214CD Total 4+(167 Flash)+15 1~4 All
214214C End 3000 All 1+(60 Flash)+19 2 Projectile
  • At superflash, Shabrys programs up to three separate Persona attacks which Asterius will perform in sequence. After the sequence ends, Asterius will cover the whole screen in a barrage of flames colloquially called "Hellflames".
  • An input counter above Shabrys's meter helpfully indicates how many moves were programmed. This counter begins at one, signifying the finisher.
  • Any of Asterius's normals or specials may be used for Titanomachia, but they can only be used once. For example, the system will acknowledge 5C, 2C, 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D.
  • Each of Asterius's moves has a specific Titanomachia-specific variant. Using C or D to program a move doesn't matter, it will still perform the special Titanomachia variant.
  • During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shabrys blocks.
  • Has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
  • The screen darkens (similar to Shadow Frenzy) while it is active.
  • If activated in the air right before landing, a commensurate amount of recovery is added on landing i.e. one may not use landing to cut the recovery short.

Shabrys's defining Awakening super and one of the strongest single moves in the entire game. In combos, it combines with additional meter (particularly with Brutal Impact) for truly explosive damage. At neutral, the automatic coverage and raw threat it generates is so great that Shabrys generally gets free pressure and free turns simply for activating this super. Within pressure or okizeme, it can be activated for easy mixups and automatic confirms from them. Once activated, pressuring Shabrys does little since Asterius is never far behind. It really does everything.


214214C
Total: 26

Asterius starts Titanomachia at his current position.


214214D
Total: 26

Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence and enabling trickier plays. The superflash does not give away which version Shabrys chose to use.


214214C+D
Total: 18

Asterius begins attacking from his current position, but Shabrys's recovery is greatly reduced. This makes it much more difficult for opponents to punish the activation while creating new pressure or combo opportunities.

Notably, all of the following sequences give a confirm on hit and is safe / plus on block:

  • (CH) DPP4Arena ShLabrys BD.pngGuardAllStartup15Recovery42Advantage-24 > SB Titano
  • low j.214A(2)P4Arena ShLabrys GuillotineAerial.pngGuardAll, High, [All]Startup12Recovery34Advantage-13/-6 > SB Titano
  • 214AP4Arena ShLabrys GuillotineAxe.pngGuardHighStartup23Recovery20Advantage-7 > SB Titano

Additionally, SB Titanomachia is invulnerable till superflash, a short 4F window.


Some final notes:

  • It is possible for an opponent to end Titanomachia early in various ways, many of which are discussed in the Strategy section.
  • Bursting Titanomachia is often perilous, since Shabrys barely needs to commit to be threatening. The ender in particular does massive damage raw so if you do not know the finer points of bursting Shabrys combos, it is often wiser to tank the prorated hit if you get clipped.

Instant Kill

Labyrinthos Gate

Persona Required 222A+B when IK Conditions are met

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
222AB Total 13+(60 Flash)+6 1~End All
222AB Attack K.O. Throw 37 2 29 Throw 29~38 All

An Instant Kill that activates in two parts.

222A+B
Total: 18

Completely invulnerable activation. A red bar appears above the SP gauge.

222A+B (Grab)
Total: 67

Until the bar completely depletes, Shabrys can attempt a command grab which instantly finishes the round on a successful connection. Unlike the activation, this has limited invulnerability closer to the active frames. Combined with the long startup this makes its utility relatively limited.

The most consistent application is punishing an opponent's DP > Super cancel. Most DPs will break Asterius and desperate opponents frequently hope to DP > Super cancel for an expensive momentum reset. If Shabrys safejumps the DP, the activation can let Shabrys stay invulnerable through a super's active frames and then grab it in the recovery, without giving an opportunity for an OMC or OMB.

Otherwise, there aren't many moves or sequences in the game where opponents are -50 and right next to you. There are even fewer situations where Asterius won't be there to artificially extend the active frames of an opponent's move and carry it through a 19F window of invulnerability.

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