Color 10
Mu-12
Color 11
Sol Badguy
Color 15
Marie
Color 28
Yukiko Amagi
Rough information hub / document: https://hackmd.io/@Arnei/SyD_X_UGq#Shadow-Labrys-25
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"Guard:
ThrowStartup:
63Recovery:
56Advantage:
are all options that Shabrys can consistently access. In Awakening, Shabrys gains access to the TitanomachiaGuard:
Startup:
Recovery:
Total 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 assistsGuard:
AllStartup:
85Recovery:
47 [35]Advantage:
or setting up mixups behind the cover of hard-to-contest beamsGuard:
AllStartup:
77Recovery:
Total 179Advantage:
.

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Pros | Cons |
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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.AGuard:
HighStartup:
9Recovery:
12Advantage:
followed by 5CGuard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 hitstop + 28 blockstun then cancelling into Aerial GuillotineGuard:
All, High, [All]Startup:
12Recovery:
34Advantage:
-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 2CGuard:
AllStartup:
85Recovery:
47 [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, 5CGuard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 hitstop + 28 blockstun can be cancelled into Flame of HadesGuard:
AllStartup:
77Recovery:
Total 179Advantage:
for pressure/okizeme or Challenge AuthorityGuard:
AllStartup:
4+(60 Flash)+14Recovery:
Total 121Advantage:
-25 for extra damage.
Lastly, Asterius's attacks must be blocked relative to Shadow Labrys's position. If Asterius is performing 5CGuard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 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 including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Frames | |
ActiveThe 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 | |
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he 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 FireballA 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
- 5A
- 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
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
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 cancel between Guillotine and the new sweep cancel.
Completing the auto-combo adds Guillotine Axe AGuard:
HighStartup:
23Recovery:
20Advantage:
-7 > Challenge Authority CGuard:
AllStartup:
4+(60 Flash)+14Recovery:
Total 121Advantage:
-25. Shabrys can easily use Asterius to combo out of her autocombo to get extra burst and meter while still getting decent damage and good okizeme.
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 |
- Fastest low.
- Does not gatling into itself or 5A.
Your most common low for mixups. Along with 5A, 2A is Shabrys's fastest normal at 7f. Similar to 5A, it does not cancel into itself, making mashing fairly committal. That said, CH 2A links into another 2A or 5A, which gives much better reward when mashing out.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
500 | 100 | 50 | 2 |
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 |
5B is a slow, but disjointed and damaging and thus important neutral tool.
The start-up 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 100 | 50 | 3 |
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 |
- 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, if 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 2CGuard:
AllStartup:
85Recovery:
47 [35]Advantage:
.
This normal can also be used to punish moves with long recovery at certain spacings.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
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 |
- fastest air button
- on regular block, j.A j.2B is a blockstring while j.A j.B is not; on IB, neither are gapless
A quick jump attack with relatively limited range and damage but as it is your fastest air button, it is used for many things: fast combo extensions, mixup starters, air-to-airs.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
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 |
- 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 j.B can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach.
Beware 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
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
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
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 tool due to j.2B's enormous horizontal hitbox and relatively small hurtbox.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.BB | 200 | 100 | 100 | 4 | ||||||||||||||||||||||||||||||||||||
j.2B | 200 | 100 | 500 | 4 |
Persona Normal Attacks
All of Asterius' normals are cancellable on hit and block to his specials and supers. The startup and recovery for pretty much all of his moves are pretty significant. 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 inputs around each other and maximising their collective uptime.
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
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 value is for start-up during Titanomachia.
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 500 | 50 | 5 |
- [] values are during Titanomachia
- // values are for first level of charge and second level of charge
- Fatal Counter
Hammer Uppercut
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 value is for 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, and the deal is that blockstop interrupts Asterius and not blockstun. In other words, the act of putting Shabrys in blockstun is what interrupts the move and not blockstun itself. Characters who don't have accessible multihit moves will generally have a much harder time to reset Asterius.
In combos, 2C's hit behaviour, hitstun, and good Bull recovery all give the player the full breadth of Shabrys setups to choose from. From here, the player is free to chose which side they want to finish the combo and manipulate the following okizeme setup as they please, which is a flexibility not afforded off other routes. In advanced combos, it is also one of the consistent meterless branches into and out of TitanomachiaGuard:
Startup:
Recovery:
Total 4+(135 Flash)+23Advantage:
.
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
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300 | 500 | 50 | 5 |
- [] values are during Titanomachia
- Fatal Counter
Terra's Eruption
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-risk 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 recaptured after a j.214B groundbounce and followed up with either a second j.214B or a j.214A. The extended recovery however means it usually leads to less optimal okizeme setups, as it leaves Asterius unavailable for Bite or 5C.
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
| ||||||||||||||||||||||||||||||||||||
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300 | 500 | 50 | 3 |
- [] values are during Titanomachia
Cliff of Creta
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. |
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- 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 just fine, and 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 will activate Asterius. Thus system options like rolls, hops, Furious Actions, and throws 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 2CGuard:
AllStartup:
85Recovery:
47 [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.
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
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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 |
- Universal overhead
Shabrys's AoAShorthand 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)Guard:
HighStartup:
23Recovery:
20Advantage:
-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, but thanks to Asterius, Shabrys can use her DP much more effectively for foolproof anti-abareAn attack during the opponent's pressure, intended to interrupt it..
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
| ||||||||||||||||||||||||||||||||||||
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0 | 1000 | 10000 | 5 |
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 |
- Slow, long-range low.
- Better proration starter than 2A.
- Chest invulnerable, like most sweeps.
Fairly negative on block on its own. Like most sweeps, cancels are restricted to DP, special, or super 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 GuillotineGuard:
HighStartup:
23Recovery:
20Advantage:
-7 overhead. Reward off sweep is significantly better than off 2A.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
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 |
- Can combo after with Asterius or OMC/OMB.
Low damage for a throw but can convert into a combo meterless with Asterius or by using either a One More! Cancel or One More! Burst.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000, 100 | 50 | 0, 4 |
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 |
- Only has followups in the corner.
If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo.
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
| ||||||||||||||||||||||||||||||||||||
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0 | 1200, 100 | 50 | 0, 4 |
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 |
Shabrys has an autoguard Furious Action like her sister character Labrys, but with much faster startup than hers and suffering less hitstop if she is hit. Being one of the slowest strike DPs in the game, most characters get safejumps on her that they normally wouldn't on other characters and can also counter it on her wakeup by mashing jab or doing a short airdash string on her and reacting with their own DP. However, her DP really shines in regular block pressure, where 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 SlaughterGuard:
ThrowStartup:
63Recovery:
56Advantage:
with some effectiveness and it doubles as a natural DP~Throw Tech option select.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 100 | 50 | 4 |
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 |
Slow, but absolutely massive Guard Cancel as it uses 5AAA's animation, retaining the slight backward hitbox as well which enables it to catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 100 | 50 | 4 |
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
- Fastest startup.
- The mixup version.
Generally the go-to version for mixups. Any Asterius move can be used to confirm this but 214CGuard:
AllStartup:
60Recovery:
60Advantage:
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
- Slowest startup but 0 on block.
- The combo version for optimal routing.
Pretty exclusively used for max damage confirms using some combination of TitanomachiaGuard:
Startup:
Recovery:
Total 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
- 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 options 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 500 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 500 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214AB | 500 | 100 | 50 | 5 |
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.
- Specific use tool for combos, occasionally.
- 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
- 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
- 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 sweepGuard:
LowStartup:
15Recovery:
20Advantage:
-6 hit, which is a fairly specific condition. At neutral, it is even worse on whiff but reaches just about full screen.
- 236A+B
- 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 sweepGuard:
LowStartup:
15Recovery:
20Advantage:
-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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 airturn 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 airturn. 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.AGuard:
HighStartup:
9Recovery:
12Advantage:
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.214A | 200, [0] | 300, [100] | 50 | 3 [5] | ||||||||||||||||||||||||||||||||||||
j.214B | 200, [0] | 300, [100] | 50 | 3, [5] | ||||||||||||||||||||||||||||||||||||
j.214AB | 200, [0] | 300, [100] | 50 | 3, [5] |
j.214A:
- Values in [ ] refer to the quake attack
- After an unspecified amount of time quake does more damage and stun
j.214B:
- Values in [ ] refer to the quake attack
- After an unspecified amount of time quake does more damage and stun
j.214AB:
- Values in [ ] refer to the quake attack
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
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 5C
Guard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 hitstop + 28 blockstun requires more precision to work - Default version to use for combo finishers or to followup A Guillotine
Guard:
HighStartup:
23Recovery:
20Advantage:
-7
Baby Shabrys players's first meterless knockdown tool. Most prominently, this is the easiest way to finish confirms involving 8CGuard:
AllStartup:
42Recovery:
60 [27]Advantage:
4 hitstop + 14 blockstun especially midscreen. Setups from a Hammer knockdown are relatively limited since Asterius is in recovery but one can still get a simple left/right j.BGuard:
HighStartup:
15Recovery:
14Advantage:
safejump from this -- the screenshake can help obscure your jump direction.
For the A Guillotine followup, you are taking advantage of the added hitstop rather than the full hit effect -- you want to time Shabrys's followup after the fists hit, but before the opponent hits the ground.
- 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 can make a solid space creation tool for the space in front of Shabrys. The combined range and jump height active box can really take some opponents by surprise, as it is an unlikely space for Shabrys to usually 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 followup okizeme and 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 really help take the wind out of your opponents sails, grind any momentum they had at neutral to a halt and buy back a turn.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214D | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214CD | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214C Titanomachia | 0 | 1000 | 50 | 5 |
214C:
- Fatal Counter
214D:
- Fatal Counter
214CD:
- Fatal Counter
Flame of Hades
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 play, to some degree.
- 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 5CGuard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 hitstop + 28 blockstun knockdown into an immediate 236D leads to a very easy safejump that automatically covers both immediate and late tech and leads to the same high/low mixup.
- 236C+D
- Frame-data is identical to D laser.
- Much like SB Hammer
Guard:
AllStartup:
60Recovery:
60Advantage:
, 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. In most cases, players can use this to buy better positioning or resource advantage and at best, players get a free turn.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236D | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236CD | 300 | 500 | 50 | 5 |
Massive Slaughter
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 okizeme
Guard:
AllStartup:
77Recovery:
Total 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 default 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.
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.
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[4]6C | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6D | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6CD | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6C Titanomachia | 0 | 1600, 100 | 50 | 0, 5×5 |
[4]6C:
- Inflicts Poison on hit for 360F
[4]6D:
- Inflicts Mute on hit for 360F
[4]6CD:
- Inflicts Fear on hit for 360F
Public Execution
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 Impact
Guard:
AllStartup:
25+(34 Flash)+5Recovery:
62Advantage:
-49 supers. - Unlike 2C
Guard:
AllStartup:
85Recovery:
47 [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 part of the air, they have to 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 8CGuard:
AllStartup:
42Recovery:
60 [27]Advantage:
4 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 TitanomachiaGuard:
Startup:
Recovery:
Total 4+(135 Flash)+23Advantage:
and Brutal Impact 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[2]8C | 0 | 1600, 100 | 50 | 0, 5×2 | ||||||||||||||||||||||||||||||||||||
[2]8D | 0 | 1600, 100 | 50 | 0, 5×3 | ||||||||||||||||||||||||||||||||||||
[2]8CD | 0 | 1600, 100 | 50 | 0, 5×4 | ||||||||||||||||||||||||||||||||||||
[2]8C Titanomachia | 0 | 1600, 100 | 50 | 0, 5×2 |
SP Skill Attacks
Challenge Authority
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 KillGuard:
Startup:
Recovery:
Total 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 AerialGuard:
All, High, [All]Startup:
12Recovery:
34Advantage:
-13/-6 or 5CGuard:
AllStartup:
65/77/89 [45]Recovery:
87 [30]Advantage:
13 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236C | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236D | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 600 | 500 | 50 | 5 |
236236C:
- Opponent experiences 0F hitstop on hit/counter hit
- Minimum damage 720
236236D:
- Opponent experiences 0F hitstop on hit/counter hit
- Air version has total duration 133
- Minimum damage 780
236236CD:
- Opponent experiences 45F hitstop on hit/counter hit
- Air version has total duration 133
- Minimum damage 780
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 DP
Guard:
AllStartup:
15Recovery:
42Advantage:
-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 ExecutionGuard:
ThrowStartup:
63Recovery:
107Advantage:
.
- 214214B
- Slower startup.
- Travels fullscreen.
- Minimum damage: 1050.
The version of choice for 150 meter corner TitanomachiaGuard:
Startup:
Recovery:
Total 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214A | 100 | 1000 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214B | 100 | 1000 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214AB | 100 | 1000 | 50 | 5 |
214214A:
- Fatal Recovery
- Minimum damage 750
214214B:
- Fatal Recovery
- Hold button to delay attack, can only delay attack in 12F intervals
- Minimum damage 1050
214214AB:
- Fatal Recovery
- Hold button to delay attack, can only delay attack in 12F intervals
- Minimum damage 1500
Titanomachia
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
Asterius starts Titanomachia at his current position.
- 214214D
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
Asterius begins attacking from his current position, but Shabrys's recovery is greatly reduced. It is 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) DP
Guard:
AllStartup:
15Recovery:
42Advantage:
-24 > SB Titano - low j.214A(2)
Guard:
All, High, [All]Startup:
12Recovery:
34Advantage:
-13/-6 > SB Titano - 214A
Guard:
HighStartup:
23Recovery:
20Advantage:
-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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214C | ||||||||||||||||||||||||||||||||||||||||
214214CD | ||||||||||||||||||||||||||||||||||||||||
214214C End | 1000 | 1000 | 50 | 5 |
214214C:
- Air version has 11F landing recovery
214214CD:
- Air version has duration 4+(167 Flash)+8+11L
214214C End:
- Minimum damage 900
Instant Kill
Labyrinthos Gate
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
Completely invulnerable activation. A red bar appears above the SP gauge.
- 222A+B (Grab)
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
222AB | ||||||||||||||||||||||||||||||||||||||||
222AB Attack | 0 |
Colors
- P4U2R Shadow Labrys Persona color 1.png
Color 1
- P4U2R Shadow Labrys Persona color 2.png
Color 2
- P4U2R Shadow Labrys Persona color 3.png
Color 3
- P4U2R Shadow Labrys Persona color 4.png
Color 4
- P4U2R Shadow Labrys Persona color 5.png
Color 5
- P4U2R Shadow Labrys Persona color 6.png
Color 6
- P4U2R Shadow Labrys Persona color 7.png
Color 7
- P4U2R Shadow Labrys Persona color 8.png
Color 8
- P4U2R Shadow Labrys Persona color 9.png
Color 9
- P4U2R Shadow Labrys Persona color 10.png
Color 10
- P4U2R Shadow Labrys Persona color 11.png
Color 11
- P4U2R Shadow Labrys Persona color 12.png
Color 12
- P4U2R Shadow Labrys Persona color 13.png
Color 13
- P4U2R Shadow Labrys Persona color 14.png
Color 14
- P4U2R Shadow Labrys Persona color 15.png
Color 15
- P4U2R Shadow Labrys Persona color 16.png
Color 16
- P4U2R Shadow Labrys Persona color 17.png
Color 17
- P4U2R Shadow Labrys Persona color 18.png
Color 18
- P4U2R Shadow Labrys Persona color 19.png
Color 19
- P4U2R Shadow Labrys Persona color 20.png
Color 20
- P4U2R Shadow Labrys Persona color 21.png
Color 21
- P4U2R Shadow Labrys Persona color 22.png
Color 22
- P4U2R Shadow Labrys Persona color 23.png
Color 23
- P4U2R Shadow Labrys Persona color 24.png
Color 24
- P4U2R Shadow Labrys Persona color 25.png
Color 25
- P4U2R Shadow Labrys Persona color 26.png
Color 26
- P4U2R Shadow Labrys Persona color 27.png
Color 27
- P4U2R Shadow Labrys Persona color 28.png
Color 28
- P4U2R Shadow Labrys Persona color 30.png
Color 30
- P4U2R Shadow Labrys Persona color 31.png
Color 31

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •