P4U2R/Shadow Labrys/Frame Data

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 Shadow Labrys



Glossary

How do I read frame data?

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

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

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


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


System Data

name health prejump backdash comborate personacards Unique Movement Options
Shadow Labrys 8,000 3F 23F (1~6F Inv All) 55% 6

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 7 3 19 -9 Body 200 200 50 2 JSpSO 12 10 13 15 23 27
5AA 400 All 12 3 15 -3 Body 0 100 50 3 SpSO 14 11 Launch 17 Launch 37
5AAA 1000 All 17 4 23 -8 Body 0 400 50 5 SpSO 18 13 Launch 25 Launch 45
5B 700 All 13 2 21 -8 Body 300 100 50 3 SpSO 14 12 15 20 27 40
2A 160 Low 7 2 14 -3 Foot 500 100 50 2 SpSO 12 10 13 15 25 27
2B 800 Air Unblockable 20 4 25 -12 Body 7~23 Head 200 100 50 4 (J)SpSO 16 12 Launch 24 Launch 44
j.A 200 High 9 4 12 Head 200 100 50 3 jSpSO 14 11 15 17 27 37
j.B 600 High 15 4 14 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
j.BB 800 All 13 6 22 Body 200 100 100 4 JSpSO 16 12 Launch 44 + WBounce Launch 64 + WBounce
j.2B 800 High 13 4 25 Head 200 100 500 4 JSpSO 16 12 Launch 44 + WBounce Launch 64 + WBounce
5AB 300 High 27 3 31 -17 Body 10~27 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 1000 Low 15 3 20 -6 Foot 4~17 Chest 200 100 50 4 SpSO 16 14 Launch 23 Launch 43

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 1600/1800/2000 [1600] All 65/77/89 [45] 6 87 [30] 13 hitstop + 28 blockstun Body 300 500 50 5 28 13 Launch 56 + WBounce [56 + Slide 51] Launch 76 + WBounce [76 + Slide 51]
8C 200×5 All 42 8×4,4 60 [27] 4 hitstop + 14 blockstun Projectile 300 500 50 3 14 4 Launch 22 Launch 42
2C 2000 All 85 8 47 [35] Body 13 hitstop + 28 blockstun 300 500 50 5 28 13 Launch 61 [66] Launch 81 [86]
D

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 1100 Throw 5 3 25 Throw 0 1000, 100 50 0, 4 O 0, 20 Launch 19 + Down 20 Launch 31 + Down 20
Air Throw j.CD 0, 1500 Throw 4 3 19 Throw 0 1200, 100 50 0, 4 O 0, 12 29 + WBounce 60 49 + WBounce 60
5th Gen Axe Slash BD 900 All 15 4 42 -24 Body 1~18 Guard All 1000 100 50 4 S 21 14 Launch 24 44 + WBounce 60
Guard Cancel Attack 6AB 0 All 19 4 25 -12 Body 1~21 Guard All 1000 100 50 4 O 16 12 Launch 19 Launch 29

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Guillotine Axe 214A 1200 High 23 12 20 -7 Body 500 100 50 4 SO 24 6 Launch 35 + GBounce Launch 55 + GBounce
B Guillotine Axe 214B 1800 High 30 12 20 0 Body 500 100 50 5 SO 31 15 Launch 35 + GBounce Launch 55 + GBounce
SB Guillotine Axe 214AB 1200 High 23 12 20 0 Body 500 100 50 5 SpSO 31 15 Launch 42 + GBounce Launch 62 + GBounce
A Chain Knuckle 236A 500 All 15 8 20~27 -2~-9 Chest 300 100 50 5 SO 18 8 Launch 26 Launch 46
B Chain Knuckle 236B 500 All 18 13 20~32 -2~-14 Chest 300 100 50 5 SO 18 8 Launch 36 + WBounce Launch 56 + WBounce
SB Chain Knuckle 236AB 500 All 15 8 17~29 +1~-11 Chest 7~(End of Active) P 500 100 50 5 SO 18 8 Launch 49 + WBounce Launch 69 + WBounce
A Guillotine Aerial j.214A 400, 200 [600/800] All, High, [All] 12 2(4)Until L,[6] 34 -13/-6 Head [Projectile] 200, [0] 300, [100] 50 3 [5] SO 14 [18] 6 [0/+8 / 0/+15] Crouch 17 [Launch] 37 + Down 5 [21 + GBounce 35] Crouch 29 [Launch] 57 + Down 5 [41 + GBounce 35]
B Guillotine Aerial j.214B 600, 300 [600/800] All, High, [All] 17 3(6)Until L,[6] 40 -19/-12 Head [Projectile] 200, [0] 300, [100] 50 3, [5] SO 14 [18] 6 [0/+8 / 0/+15] Crouch 17 [Launch] 37 + Down 5 [21 + GBounce 35] Crouch 29 [Launch] 57 + Down 5 [41 + GBounce 35]
SB Guillotine Aerial j.214AB 500, 250 [1000] All, High, [All] 15 2(4)Until L,[6] 35 -7 Head [Projectile] 200, [0] 300, [100] 50 3, [5] SO 14 [18] 6 [0/+15] Crouch 17 [Launch] 37 + Down 5 [21 + Down 20] Crouch 29 [Launch] 57 + Down 5 [41 + Down 20]
C Buffalo Hammer 214C 2000 All 60 6 60 Body 300 500 50 5 15 0/+13 Launch 21 Launch 71 + GBounce
D Buffalo Hammer 214D 2000 All 72 6 84 Body 300 500 50 5 15 0/+13 Launch 21 Launch 71 + GBounce
SB Buffalo Hammer 214CD 1000×2 All 72 6(21)6 84 Body 300 500 50 5 18 0/+13 Launch 51 + GBounce Launch 71 + GBounce
Titanomachia Buffalo Hammer 214C Titanomachia 2000 All 66 6 41 Body 0 1000 50 5 15 0/+13 Launch 81 + GBounce Launch 101 + GBounce
Buffalo Hammer Earthquake 214C/D Earthquake 300 All 1 1 Projectile 0 500 50 2 12 0/+6 Launch 30 Launch 42
C Flame of Hades 236C 200, 100×2, 1000 All 77 5×3(11)30 Total 179 Projectile 300 500 50 5 28 0 29×3, Launch (31 + Slide 29)×3, 51 41×3, Launch (51 + Slide 29)×3, 71
D Flame of Hades 236D 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile 300 500 50 5 28 0 29×6, Launch (31 + Slide 29)×6, 51 41×6, Launch (51 + Slide 29)×6, 71
SB Flame of Hades 236CD 200, 100×5, 1000 All 101 5×6(11)26 Total 167 Projectile 300 500 50 5 28 0 29×6, Launch (31 + Slide 29)×6, 51 41×6, Launch (51 + Slide 29)×6, 71
Titanomachia Flame of Hades 236D Titanomachia 200, 100×5, 1000 All 54 5×6(11)26 Total 121 Projectile 300 500 50 5 28 0 29×6, Launch (31 + Slide 29)×6, 51 41×6, Launch (51 + Slide 29)×6, 71
C Massive Slaughter [4]6C 0, 800, 400×4 Throw 63 8 56 Throw 0 1600, 100 50 0, 5×5 0 Launch 45 Launch 65
D Massive Slaughter [4]6D 0, 800, 400×4 Throw 81 8 56 Throw 0 1600, 100 50 0, 5×5 0 Launch 45 Launch 65
SB Massive Slaughter [4]6CD 0, 800, 400×4 Throw 45 8 56 Throw 0 1600, 100 50 0, 5×5 0 Launch 45 Launch 65
Titanomachia Massive Slaughter [4]6C Titanomachia 0, 800, 400×4 Throw 63 8 56 Throw 0 1600, 100 50 0, 5×5 0 Launch 75 Launch 95
C Public Execution [2]8C 0, 1200, 600 Throw 63 6 107 Throw Persona 22~41 All
Persona 102~131 All
0 1600, 100 50 0, 5×2 0×2, 0/+5 921×2, 921 + WBounce 32 941×2, 941 + WBounce 32
D Public Execution [2]8D 0, 1200, 600×2 Throw 83 8 102 Throw Persona 22~61 All
Persona 127~156 All
0 1600, 100 50 0, 5×3 0×2, 0/+5×2 921×3, 921 + WBounce 32 941×3, 941 + WBounce 32
SB Public Execution [2]8CD 0, 1200, 600×3 Throw 51 7 93 Throw Persona 22~31 All
Persona 91~120 All
0 1600, 100 50 0, 5×4 0×2, 0/+5×3 921×4, 921 + WBounce 32 941×4, 941 + WBounce 32
Titanomachia Public Execution [2]8C Titanomachia 0, 1200, 1500 Throw 39 6 79 Throw Persona 15~17 All
Persona 77~78 All
0 1600, 100 50 0, 5×2 0×2, 0/+5 921×2, 921 + WBounce 52 941×2, 941 + WBounce 52

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
C Challenge Authority 236236C 2400 All 4+(60 Flash)+14 6 Total 121 -25 Body 1~23 All
Persona 1~End All
600 500 50 5 18 0/+60 Launch 121 + Down 15 Launch 141 + Down 15
D Challenge Authority 236236D 2600 All 4+(60 Flash)+14 6 Total 115 -19 Body 1~23 All
Persona 1~End All
600 500 50 5 18 0/+60 Launch 121 + Down 15 Launch 141 + Down 15
SB Challenge Authority 236236CD 2600 All 4+(60 Flash)+14 6 Total 115 -4 Body 1~23 All
Persona 1~End All
600 500 50 5 0/+75 Launch 121 + Down 15 Launch 141 + Down 15
A Brutal Impact 214214A 2500 All 25+(34 Flash)+5 6 62 -49 Body 1~35 Guard All 100 1000 50 5 18 30 Launch 1021 Launch 1041
B Brutal Impact 214214B 3500 All (127~235)+(44 Flash)+5 6 88 -75 Body 1~(136~244) Guard All 100 1000 50 5 18 30 Launch 1021 Launch 1041
SB Brutal Impact 214214AB 5000 All (157~265)+(44 Flash)+25 6 88 -75 Body 1-191 Guard All 100 1000 50 5 18 30 Launch 1021 Launch 1041
C Titanomachia 214214C Total 4+(135 Flash)+23 4~4 All
D Titanomachia 214214CD Total 4+(167 Flash)+15 1~4 All
Titanomachia End 214214C End 3000 All 1+(60 Flash)+19 2 Projectile 1000 1000 50 5 18 0/+20 Launch 121 Launch 141

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Labyrinthos Gate (Activate) 222AB Total 13+(60 Flash)+6 1~End All
Labyrinthos Gate (Attack) 222AB Attack K.O. Throw 37 2 29 Throw 29~38 All 0 0

P Combo System

Ground P Combo Table
A B AoA, Sweep Cancels
5AP4Arena ShLabrys 5A.pngGuardAllStartup7Recovery19Advantage-9 5AA 5B, 2B AoA, Sweep Jump, Special, Super
5AAP4Arena ShLabrys 5AA.pngGuardAllStartup12Recovery15Advantage-3 5AAA 5B, 2B AoA, Sweep Special, Super
5AAAP4Arena ShLabrys 5AAA.pngGuardAllStartup17Recovery23Advantage-8 - - AoA, Sweep Special, Super
2AP4Arena ShLabrys 2A.pngGuardLowStartup7Recovery14Advantage-3 - 5B, 2B AoA, Sweep Special, Super
5BP4Arena ShLabrys 5B.pngGuardAllStartup13Recovery21Advantage-8 - 2B AoA, Sweep Special, Super
2BP4Arena ShLabrys 2B.pngGuardAir UnblockableStartup20Recovery25Advantage-12 - - AoA, Sweep Jump[-], Special, Super
All-out AttackP4Arena ShLabrys AOA.pngGuardHighStartup27Recovery31Advantage-17 - - - -
SweepP4Arena ShLabrys Sweep.pngGuardLowStartup15Recovery20Advantage-6 - - - -
Air P Combo Table
A B Cancels
j.AP4Arena ShLabrys j.A.pngGuardHighStartup9Recovery12Advantage- - j.B, j.2B Jump, Special, Super
j.BP4Arena ShLabrys jB.pngGuardHighStartup15Recovery14Advantage- - j.BB, j.2B Jump, Special, Super
j.BBP4Arena ShLabrys jBB.pngGuardAllStartup13Recovery22Advantage- - - Jump, Special, Super
j.2BP4Arena ShLabrys jBB.pngGuardHighStartup13Recovery25Advantage- - - Jump, Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[2*] = X can be done twice per string, but can not go from X > Y > X
Shadow Labrys does not have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks


Navigation

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