BBTag/Labrys

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Overview
Overview

Labrys is a rushdown character who has large buttons and several frame traps that focuses on gaining axe levels to hit the opponent with massive damage. Her 236BC super and fully charged 214BC super are the two heaviest damaging supers in the game. While most of her mixup options are negative on block, they can be covered with assists and made to convert into both high damage and strong okizeme.

Pros
Cons
  • Large normals
  • Extremely high damage with Red Axe, especially on supers
  • Strong ability to convert into combos, especially from the air
  • decently fast high/low options
  • assists have large windows to active switch from, with strong situational usage on the attacks themselves
  • ability to pull herself in from near full screen using chain knuckle
  • highest damage supers in the game
  • anti-air 2B is projectile, making it so you won't clash with larger jump normals
  • strong gatlings for continued pressure and dealing with pushblock
  • strong usage of active switch and cross combo
  • Substantially higher solo combo potential than most of the cast (especially the Persona cast)
  • Her 236C can has projectile invul, meaning she can punish supers such as Touga on reaction
  • While large, normals are slower than most normals of a similar size
  • very few jump cancellable normals on block
  • most highs from her are unsafe on block, making active switch and assist usage a necessity to keep her safe for continued pressure
  • supers will always drain axe gauge on hit, meaning that you will have to build up your axe meter again
  • Need to consistently hit the opponent to maintain a high axe level
  • lack of vertical coverage on her DP
  • anti-air 2B is very committal due to high whiff recovery and not being jump cancellable on block

Labrys has a special axe icon increases in level depending on how often you attack with moves that utilize Labrys's massive axe (this includes blocked or whiffed attacks). It will slowly decrease over time when you aren't using moves that swing the axe, and decreases even more when Labrys is hit. The levels are broken down into the following colors with 1 being the lowest, 5 being the highest:

  1. No Color (Gray)
  2. Blue
  3. Green
  4. Yellow
  5. Red

The higher the level of the Axe Gauge is, the more damage she does. See her frame data for exact values, as her supers scale slightly differently with axe level compared to her other attacks.

P4Arena axeIcon.png
Management

Before we go into how you should manage Labrys's axe level, let's go over how her levels increase and decrease and other factors to note when playing as Labrys.

  • At the start of each match, the axe gauge starts at level 3 (Green).
  • At the end of each round, her current axe level will carry over.
  • The higher the level of your axe gauge, the faster your gauge will decrease, so it can take 7 seconds for the gauge to fall from level 4 to level 3; however, it will only take 4 seconds for the gauge to fall from level 5 to level 4.
  • The axe gauge will always drift to a level 3 (green) status so if you are at gray or blue the axe will drift up despite Labrys being idle, whereas as yellow or red it will drift down to green.
  • Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
Knowing this, don't focus too much on reaching red axe status. After a combo, you'll usually be at least at yellow axe status, with the followup okizeme pushing you up to red axe. Don't worry about landing a hit to cash out with a red axe super, instead focus on maintaining momentum and not letting your opponent start their turn with a successful reversal or burst. If your opponent blocks your initial mixup and pushblocks you out, don't fret about the axe level declining as it can be built back up just as fast.


Labrys
BBTag Labrys Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1200 All 7 6 16 -8 B
4AA 1500 All 11 3 22 -8 B
4AAA 1700 All 12 4 25 -10 B
4AAAA 1000×3 All 12 3(6)3(10)6 24 -11 H

  • Jump cancellable
  • special cancellable
  • decent upwards hitbox

4A can gatling into 2A to threaten with a low and go back into 4A to confirm back into pressure, used to pick up a 214C in certain combos.


  • special cancellable
  • can gatling into 4AAA or 5A

4AA can gatling into 4AAA to launch the opponent or 5A for longer distance confirms


  • Launches the opponent upward, but cannot be jump cancelled
  • Special cancellable

4AAA is able to combo into B chain knuckle on hit. Relatively short so can occasionally whiff if 4A hit at a longer distance, so in longer range situations cancelling into 5A instead may be the better option


  • knocks down on grounded hit

4AAAA is the same as her 5AAAA

5A

5B

5C

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

5th Gen Axe Slash

5A+D


Skills

Chain Knuckle

236A/B

Winch Dash

B/C Chain Knuckle -> 6

Guillotine Axe

214A/B

Aerial Guillotine

j.214A/B


Extra Skills

EX Chain Knuckle

236C

EX Followup Attack

Winch Dash -> C

EX Guillotine Axe

214C

EX Aerial Guillotine

j.214C

Partner Skills

5P

Followup Attack EX

6P

Weaver's Art: Orb

4P

4AAA


Distortion Skills

Weaver's Art: Beast

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 4700×2
[1000, 1550×9]
All 4+(55 Flash)+16 12 <(8)6,24>
<[(8)6,3×8]>
29+30L -68 P2, B*2 [×9] 1~31 All

  • Will whiff if something hits the opponent after the move traps them, so a partner may screw you over. Partners can be fine early in the super, but requires timing so that the second hit of the attack will pick up the opponent right after they get hit by the partner super (depending on the super).

The damage scales hard when used at the end of a longer combo. If you start a combo with red axe, it would be better to perform your super early to maximize damage. If you happen to have a partner that can sneak their distortion duo skill in between the hits of this super, you can continue combos off of this.

Brutal Impact

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
6000 [7000] All 22+(58 Flash)+3~119 6 76 -61 B 1~(30~146) Guard HBFP

  • Can be charged for extra 104 frames
  • Fully charged does an absurd amount of damage (10000 [15000]), but it's too slow to actually be useful in most situations.
  • Funnily enough, Carmine's No escape super allows Labrys to fully charge this, but it's impractical.

Since the move has guard point for the duration, you can use it to HEAVILY punish raw supers with long active times, like Ziodyne.
It is possible to end combo with fully charge BI (which has 4000[6000] minimum damage!), but it requires your partner to have a Skill that has a lot duration, such as Hyde's EX Vacant Shift(214C).


Distortion Skill Duo

Brutal Impact

P during Partner's Distortion Skill


Astral Heat

Weaver's Art: Inquisition

222B+C



External References

Navigation

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