P4U2R/Shadow Labrys/Combos

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 Shadow Labrys



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic Combo Theory

Basically, Asterius allows for one extension. Then, Asterius is used to knockdown. Meter can be situationally used to substitute Asterius for either or both of these cases.

General combo advice for beginners:

  • Focus on routing to a knockdown, which should then always lend itself to an ambiguous offensive situation for your opponent to deal with.
  • Be aware at least superficially about managing Asterius; he is your neutral tool, combo extender, knockdown tool and okizeme setup. The better your awareness of Bull and how to take best advantage of his current position, the better you will be as a Shabrys player overall.

Beginner Solo Confirms

Basic building blocks. Consider these the component bits of Shabrys that Asterius then helps glue together.

Gatling into Sweep
Easy

2A / 5A > 5B > 2A+B
Basic ground hit confirm into sweep.

Sweep > SB Knuckle
Easy

2A / 5A > 5B > 2A+B > 236A+B > (dash >) 2B > Air String
Keep in mind that SB Knuckle has some travel time and hits lower the farther away you are.

For more consistent followup at close range, delay slightly for a lower SB Knuckle hit.


Autocombo
Easy

5AAAA
Just the out-of-the-box full 5A autocombo from start to finish. Relevant as the last hit builds a good amount of meter and some Burst.

Without Asterius, the easiest knockdown solo is cancelling into A Brutal Impact.


Corner 5A launch
Easy

5AA > 5B > 2B > Air String
In the corner, Shabrys can convert into a solo ground launch easily.

Basic Midscreen Air Strings
Easy

j.A / j.B > jc > j.A / j.B > j.214X
For use on any air-to-air or launch combo. Any configuration of Shabrys air buttons can jump cancel into each other. Which strings you choose are mostly determined by height, proration or player comfort.

A general heuristic about different strings:

  • Early in a combo and at the right height, j.A > j.B combos.
  • Early into a combo and off low launches, one can use j.B > jc > j.B.
  • Late into a combo and / or off higher launches, one usually must use j.B > jc > j.A.
  • For glancing blows or weird air-to-airs, j.A > jc > j.A is the easiest and most responsive adaptation.

How do we use each version of j.214X?

  • j.214A is generally used for enders, late into a combo or far midscreen strings where you need the extra forward momentum.
  • j.214B does a bit more damage, making it a better combo extender. But it requires the right position to use it.
  • j.214A+B is the only version that knocks down on its own.

Corner Air String
Easy

launch > j.BB / j.2B > jc > j.214X
In the corner, using j.BB and/or j.2B is generally damage optimal. The wallbounces also create extra time which can help get your fingers in order or stall time for a good okizeme setup.

Note that j.2B has a steeper SMP value than j.BB, so generally keep a limit of one j.2B per confirm.

CH confirm into 2B
Easy

CH 5A / 2A / 5B > 2B > Air String
On CH, most of her ground buttons combo immediately into 2B.

A button CHs are especially useful for a fast punish or a read at neutral.

Beginner Asterius Confirms

Sweep + 5C Route
Easy

5A/2A > 5B+C > 2A+B > 5C! > (dash / IAD optional) jump > j.2B > dash > jump > j.B > jc > j.A > j.B > j.214A > 214C
5B+C opens up her sweep confirm, allowing a followup j.2B.

The general goal for any midscreen j.2B is both Shabrys and her opponent should be very low to the ground when it is performed. This gives the most flexibility on the followup after. If it is setup correctly, the followup dash j.B should be very straightforward.

If Shabrys is close enough to the corner after j.2B, you can opt to finish with the corner Air String variant.

5C ender
Easy

5A/2A > 5B+C > 2A+B > 5C! > jump > j.2B > dash > jump > j.B > jc > j.A > j.B+[C] > j.214A > ]5C[
Gentle starter to using 5C as an ender. Specifically, j.B+C doesn't overlap with any system macros which should make this an easier combo to manage.

However, 5C has to be manually held slightly as it starts up too quickly otherwise.

SB Punch Super extension
Easy

5A/2A > 5B > 2A+B > B+D > 236236C+D > dash > 2B > jc > j.B > jc > j.A > j.214A > 214C
Frequently used if Asterius is in recovery at the beginning of the string, i.e. unavailable at the point you input 5B.

2A+B > B+D > 236236C+D is the absolute latest point that Asterius can contribute for an extension.


5AAAA Route
Easy

5A > 5AA > 5C~5AAA > 5AAAA > 5C!
A simple modification, plinking 5C into 5AAA, helps Shabrys knockdown or even extend from a full basic autocombo without any additional resources required.

Shabrys is among the few who have this privilege, making it an extremely relevant route to build resources even at high level.

Easy 214A Route
Easy

214A~C > 214C! > dash > 5A > jc > j.A > j.B > jc > j.A > j.214A > 214C
Plink the buttons 214A into C, so that it uses the same 214 input and does not accidentally get you a Roll (A+C) input.

Dash 5A to pick up the opponent before 214C knocks down.

Corner Optimisation
Easy

214A~C > 214C! > 5B > 2B > jc > j.2B > jc > j.BB > jc > 5[C] > j.214B > 5]C[
Dash 5A still works in the corner.

However, the corner position usually means you're may link 5B after 214C, which is better for damage.

Intermediate 5C variant
Medium

any ground string + [5C] > 214A > ]5C[ > 214A! > ...

  • To clarify, let go of 5C after you've input 214A, but before the hit lands.

Considerably harder to execute because 5C has to be manually held and released to work properly. However, it is a bit more versatile to use in pressure than the 214C variant, as 5C is constantly used for pressure.

In the corner, extend with a 2B relaunch. At midscreen, one must use an IAD Extension.

Midscreen 8C Extension
Easy

...j.214X > 8C > jump > j.B > j.A > j.214A > 214C
For combos that route into an air string quickly, 8C offers an easy extension after a j.214X hit. Then continue with another air string into Hammer for the finisher.

For maximum advantage, input 214C around the 2nd hit of j.214X. In Awakening, be careful not to input it too quickly or the game will register it as C Titanomachia.

Corner 8C
Easy

...corner 8C > j.2B / j.BB > jc > j.BB > [5C] > dl j.214B > ]5C[
In the corner, one can take advantage of j.2B or j.BB wallbounces to buy enough time for Asterius to recover, letting you use 5C for the knockdown. Additionally, one can assume j.214B as the default choice, the position should always allow for it.

Some delays are required in the Shabrys air string to make it happen, but any part can be delayed slightly and interchangably for similar effect.

The window to release 5C is any time in the middle of the second hit until right when the 3rd hit of j.214B connects. Late releases give better frame advantage, so you should generally aim for later.


Basic Super Ender
Easy to Medium

... Air String > j.214X (> 5C!) > 236236D
Off j.214X the super cancel should be a straightforward, immediate timing.

However, to super cancel from 5C (or any other Asterius move in general) the super input needs to be AFTER the hitstop for the Asterius move ends, which is considerably later.

Beginner Okizeme

Okizeme from the enders covered in the Beginner section.

To keep okizeme sections short and concise, most options covered will be layer 1 options. Essentially, that means we cover the foundational offensive options that enforce basic respect from the opponent. There will usually be plenty of placess to go from there to develop secondary layers, but as the options are many it is left as an exercise for the reader. Explore and be creative.

Safejump Left/Right j.B
Easy

214C! > walk forward or backward > neutral or forward jump > late j.B
The screenshake and Shabrys' close proximity can obscure your arc on the safejump j.B.

Sideswitching
Easy

214C! > dash > neutral or forward jump > late j.B
Given the right timing, Shabrys has time to dash below the opponent during the hitstop of 214C.


Dash Under 8C
Easy

...j.214X > 8C > dash under > Air Series
Shabrys has enough frame advantage off 8C that she can choose which side she wants to finish the combo.

Can combine with the cross-under again after 214C for double the fun.

Corner Laser Setup
Easy

... 5C! > 236D > safejump j.2B > 236D! > jump > airdash j.A OR land 2A ...
Default okizeme off corner 5C, which should work as long as Asterius isn't too flush into the corner.

Completely tech agnostic. The j.2B will safejump an immediate tech and the Laser comes in time to pin down late techers. This makes it generally the easiest setup to pilot.

Keep in mind that Roll is projectile invulnerable frame 1, so there is a small diceroll on the late tech: will the opponent roll or respect the meaty Laser.

Once Laser is respected, it keeps opponents locked down for Shabrys to mount a simple airdash high vs empty jump low mixup.

j.A Combo
Easy

airdash j.A > j.2B > land 5B > 2B > Corner Air String ... OR airdash j.A > j.B > solo launch ...
j.A > j.2B is generally better: the string is gapless on normal block and leads to better damage on hit. However, j.A > j.B works just fine for the purpose of mixup and confirming.

Corner DP extension
Easy

2A > 5B > 2A+B > 8C > dl B+D > Air String OR 2A > 5B > 5C > 2A+B > 236A > 2B > Air String
236D recovery means the normal 5B+C confirm doesn't work in time. One can adapt either by:

  • pressing 5C later and doing 2A+B > 236A to bridge the gap.
  • or use 2A+B > 8C > dl B+D.

214A+B > 236D timings
Easy

... 214A+B > 236D > ...
For 236D to meaty, it has to be input immediately after 214A+B i.e. Asterius needs to be available that early. The later it is input, the larger the gap is between the opponent's wakeup and the Laser's active frames.

On later Lasers, Shabrys does not have enough time to safejump and will need to play RPS on the wakeup to keep pressure.

C Bite setup
Medium

... j.21[4]A+B > [4]6C > late j.A OR late 5A
Likely the easiest Bite setup that Shabrys has. P4U2's tech situation can be relatively complicated for Bite setups. However, the SB Aerial Guillotine knockdown greatly simplifies the situation: it has a much shorter late tech window than usual and one Bite timing covers both immediate and late tech.

The ideal play is:

  • React to the opponent teching, then time a j.A at the tech which will catch jumps while the Bite covers them on the ground.
  • If the opponent doesn't tech after a beat, press 5A to punish it. It should catch the opponent airborne and start a new combo.

For more details, Bite Setups has a section about j.A reversal safety.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Beginner section gave us the basics to play the character and get a sense of how Shabrys and Asterius play with each other. Now in the Core section, we're gonna start diving into the intricacies of the character. Our main concerns are to play around Asterius cooldowns, open up our offensive options, start maximising our advantages.

Autocombo Hop BnB

In many situations, usually following a hit or mixup that Asterius bought us, we need a quick followup that also gives Asterius time to recover.

5A is one of Shabrys's fastest buttons and the hop route into j.2B is usable anywhere else outside the corner. This affords us plenty of time for the Bull to recover and come back.

Starting Branch
Medium

... 5AAA > 5[D] > 2A+C > j.2B > ]5D[ >...
The main hurdle here is the dexterity and coordination required to hold [D], tap hop, and timing j.2B after hop.

Using Persona Guard is basically mandatory, there is no way to take advantage of a 2C at the point of the hop input.

Holding/releasing D is slightly preferred over tapping here. If tapped, the Bull needs to be manually untoggled, otherwise he will maintain distance far behind Shabrys and won't be forward enough to participate in the rest of the combo.

Consistent Ender
Easy

...> dash > jump > j.B > jc > j.A > j.214A > 8C > j.214B > 214C.
In matches, the main trouble with this route is that slight variations in spacing or timing changes when Asterius teleports after you. To make it least problematic, we fall back on the 8C extension to give the most time for Asterius to teleport in.

Proration however becomes an issue and we need to link j.214B immediately after to finish. A TK Guillotine is too low usually, one can simply manually jump and input the special.

Once the player gets more experience and feel for this route, one can graduate to the other enders.

5C Enders from Hop
Medium to Hard

...> dash > jump > j.B > jc > j.A > (j.B+)5[C] > j.214A OR ... > superjump > j.A > j.B > 5C > dl j.214A
There are a few different ways to end in 5C.

Option 1:

  • The same j.B+C followup from the Beginner Sweep + 5C route. It remains an easy way to end with 5C.
  • The main problem here is hitting the initial j.B low enough, it is quite easy for a 3-button air string to bring them too high for j.214A to connect.

Option 2:

  • One may omit the second j.B but it has other troubles to make it consistent.
  • First it requires the dexterity to perform j.A~5C, a fairly difficult sequence detailed in the 5C Ender section.
  • The 5C timing is actually a little late and requires a delayed input into a delayed j.214A.

Option 3:

  • Finish with a basic superjump confirm.
  • Similar to Option 2, the 5C input is slightly delayed and isn't simultaneous with the j.B input. Thus j.214A also must be slightly delayed to have room.

Airturn Guillotine Routing

Creative use of Air Turn and the reverse Aerial Guillotine give us some extra variations to common routes and their resulting okizeme situations.

Midscreen 8C Route
Medium

Air String > 8C > wait, neutral superjump > A+C > dl j.B > reverse j.236B+D > reverse j.214A(1)
Prominently used to add a Laser setup after a midscreen 8C extension, where it is usually not possible.

j.236B+D simultaneously inputs j.B and D Laser, as Shabrys has no j.236B special.

For best results, you should:

  • catch opponents with 8C quite high
  • Air Turn and delay the j.B a little, so that you are slightly below them in relative height

This should then give a meaty 236D laser. Bad timing will create a significant gap between the opponent's wakeup and the Laser. Without Asterius to meaty, Shab is about -6 which is enough for some characters to punish.

Corner Route
Medium

Corner j.BB > jc > A+C / 2A+C > reverse j.214A(1)
Not quite as groundbreaking as the midscreen version. As always though, every variation you learn is new ground and another knowledge check for your opponent to overcome.

  • A+C input simultaneously primes an Asterius normal and Air Turn.
  • A+C gives 5C, 2A+C gives 2C.
  • The speed between Air Turn and the reverse j.214A should be as quick as possible, delays might let them tech too late.
  • Some character hurtboxes are very large, and require some manual tuning with a jump direction or timing variation to ensure only 1 hit of j.214A connects.

Okizeme

Midscreen Okizeme
Medium

236D > dash > jump > airdash j.A / land 2A

  • Reminder: if your timing is off and Asterius doesn't meaty, Shab is about -6 which is unsafe against some characters.

The basic layer 1 is to chase the Laser and jump for a basic high/low. Usually, the opponent is forced to block a full 236D including the last flame explosion hit, resulting in a lot of frame advantage.

Similar to other 8C followups, one can choose to cross under it before performing this.

Corner Route
Medium

Blocked meaty 5C / 2C > Asterius special
5C vs 2C:

  • 5C has to be manually timed for each different tech. But it is able to cover for every tech timing.
  • 2C can be timed to automatically punish no-tech, which gives a juicy 2000 damage starter. However, there is a consistent late-tech timing that Shabrys can't challenge. It completely nullifies the setup, forcing Asterius to whiff and Shabrys to RPS that wakeup solo.

Either way, if the Asterius button is blocked meaty, one has the special cancel window on Asterius and plenty of blockstun to continue pressure.

IAD Extensions

Off confirms that give a low midscreen wallbounce, namely a midscreen 5C hit or an SB Knuckle confirm, Shabrys can follow it with an IAD extension into j.2B. These routes are usually quite advantageous, giving a ton of corner carry and raising the damage of the confirm significantly.

However, IAD extensions and midscreen j.2Bs can get finicky, as they require some manual timing. The heuristic given earlier in the Beginner section is that both Shabrys and the opponent should be as low to the ground as possible. This is still the case, but it takes more thought to arrange it between the opponent's wallbounce, Shabrys's airdash and her air string. Then, how soon to dash after j.2B and when to jump can also vary, usually due to starter, height and corner position.

Players should experiment and feel out a working understanding of the dynamics.

Autocombo / 214A > 5C extension
Medium

... 5C~5AAA > 5AAAA > 5C! > IAD j.A > j.2B > Air String
Autocombo 5C usually times itself quite well for an IAD followup. However, a naked 214A as an overhead usually needs a manual hold and release for extra height.

Mechanically both confirms are similar.

Solo SB Knuckle Extension
Medium

5A/2A > 5B > 2A+B > 236A+B > IAD j.A > j.2B > Air String
SB Knuckle has some travel time, enough that the variance of a close vs max range 2A+B can change the timing of the Knuckle hit and the timing of the IAD.

Closer Knuckle hits quicker and puts opponents higher. If you value consistency on the IAD, delay the cancel on a close hit so that the height / timing matches a far Knuckle hit.

2C / 5C Extensions; 5C Ender

In the corner, we saw previously that we could get around 8C by using the corner air string to combo through the recovery. At midscreen however, j.2B / j.BB can't be used so easily, especially once a combo brings the opponent to jump height. Here, the best option is to replace 8C altogether.

If Asterius is available early enough during an air string, you can use 2C or 5C for an extension. In both cases, the followup gives time for Asterius to completely recover. Then, you are able to prime a new Asterius normal, 5C, to finish the combo.

Midscreen 2C Extension
Medium

...> j.A~2C / j.B~2C > j.214X > ...
Modify the regular air string by adding a 2C input between your last Shabrys air normal and the Aerial Guillotine. You can bake it into the Aerial input, i.e. inputting 2C14B in one smooth motion.

For the easiest followup, 2C should catch opponents at the point j.214X(3) hits opponents into the ground, before they bounce too high. If hit later, the opponent might be too high to knockdown.

Midscreen 5C Extension
Medium to Hard

...j.A or j.B > 5[C] > j.214X > ]5C[ > IAD Extension
Usually chosen for the better corner carry over 2C.

Similar to other 5C extensions, one needs to manually hold and release 5C so that it hits later, giving extra height and time for an IAD extension.


High Midscreen 5C Ender
Hard

...j.B > jc > j.A~5C > j.214A > 5C!
The 5C enders covered so far don't generally NEED this portion 'j.A~5C > j.214A' and can usually use the easier j.B+C to finish. However, the height and proration after a 2C extension makes this the only option for a 5C knockdown.

Specifically, it requires pretty good execution control:

  • jump cancel and get the double jump j.A
  • go to neutral and press 5C, while timing it late enough so that it doesn't kara into Air Turn
  • input j.214A cleanly within the cancel / combo window

There's a 4F window or so where system inputs register together, thus j.A~5C needs at least a 4F or so gap between inputs.

This same sequence is used to get 5C enders from other midscreen routes that involve a more traditional Shabrys 5A or 2B jump cancel relaunch like the Guillotine confirm or the SB Punch super confirm.

For most midscreen confirms, 5C doesn't need to be partially held for the combo to work, but it may be held for additional frame advantage on the okizeme setup. If holding the button at the initial input proves too unwieldy, the player has time to re-hold 5[C] after completing the Aerial Gullotine input.


Midscreen 5C Okizeme

The 214C Hammer knockdown is a perfectly servicable midscreen knockdown. However, it is a special and if we want to use the other Bull specials in our toolbox, namely Laser or Bite, then we need to end on an Asterius normal: 5C. This section, along with IAD extensions, should demonstrate that one can find a midscreen 5C knockdown off all her common starters, provided Asterius is managed appropriately in neutral.

At this point, offense has a ton of variation and room for creativity. While the 5C knockdown offers plenty of frame advantage, each different route gives a slightly different set of spacings and timings to play with.

General Considerations
Medium

...> midscreen 5C KD > 236D > ...
Clips illustrate the differences in spacing on the okizeme setup, while also showing you should / could be completely safe while mounting any offense. They are arranged in order: the top is an IAD extension which is the farthest, middle a dashjump, and lastly, a 2C extension.

To be very clear:

  • On the IAD extension, if you're interested in a full laser lockdown you'd have to run the opponent into the laser.
  • On the dashjump extension, the space works out well enough that the laser locks down naturally.
  • On the 2C extension, the spacing is close enough that Shabrys has to walk back and give a bit of space for the opponent to be pushed into the last hit.

A simple example to show how this matters is cancelling 5C! into 236236D for damage. On the far extensions, the super does not reach the opponent; however, on the close 2C extension, the opponent is close enough for the super to hit.

A more complicated application is the Roll left/right mixup. Off farther spacings, there is an obvious 'weak' side: the side that doesn't sandwich the opponent between you and the Laser. Keeping the same direction as the Laser means it has to combo on its own naturally, without Shabrys boxing the opponent into it. However, on a 2C extension, the opponent is close enough that one can get a full Laser hit on the "weak" side with minimal adaptation.

The IAD j.B / j.2B safejump is pretty much the default choice for a safe first layer, but there's plenty of room to play from there. Notably, since Shabrys can meaty the wakeup on her own, the player is completely free to play with late special cancels for a greater variety of offensive sequences, especially for the routes where Asterius ends up off-screen.

Myriad Mixups
Medium

Now that we are midscreen, we can weave in left/right mixups on top of the regular high/low that is typical of corner Laser sequences. There are various ways to build offense around the Laser midscreen; take the clip simply as an amuse-bouche.

Play and experiment as you like.


Crossing Under 2C
Medium

...> 2C extension > short dash > nj.B > ...
Just like the 8C extender, 2C gives players enough frame advantage to swap sides.

The dash is a tap 66 input without any held motions, which gives the shortest dash distance. This helps keep setup and combo behaviour consistent while the camera is off Shabrys, as you can't eyeball and micro-adjust anything without seeing your character directly.

Sandwiches are still safe to reversals and give more variation to enact a difficult offensive sequence for your opponent.

Using Meter

Basic Titanomachia + Brutal Impact Routes

This section will introduce easier Titano combos that generally work without thinking too much about screen position. This allows us to focus on some of the minutiae of Titanomachia itself.

Comboing INTO Titanomachia usually needs to be done early into a combo, as the linkers quickly fail with even a little decay. The only ways to combo into Titanomachia without spending additional resources are:

  • j.214X(3) > Titanomachia activation > link j.A
  • 2C > Titanomachia activation > link 214B or link j.214A

For an easier link, one may opt to use SB Titanomachia. However, it generally hinders the damage potential of the combo. Titanomachia + two Brutal Impacts is a full stick of butter, any other meter spent will prevent the full sequence. Even then, if you can master the meterless links that's extra meter available for use in neutral or other key situations in the rest of the game.

Once activated, the default Titanomachia combo sequence is 5C > 2C > 214C, as it does or can be manipulated into self-comboing naturally all the way into the Ender. This is what helps Shabrys charge a full B Brutal Impact midcombo and charge it early enough to hit before or right at the Ender.

The reason we need the Brutal Impact that early is because the Titanomachia Ender is subject to hitstun decay. The general act of comboing into Titanomachia usually decays it enough that it does not knockdown. In fact, it frequently forces an immediate tech. However, Brutal Impact has a set untechable time that knocks down even at maximum decay. Thus, Brutal Impact is the only way we can knockdown from here.

If you have less than 100% meter, it is unlikely that routing into Titanomachia mid-combo will be the correct decision.

Midscreen D Titano > SB Brutral
Hard

any j.214X(3) hit > 214214D (5C > 2C > 214C) > j.A > j.214A > 214214A+B
This should work off any early combo into j.214X. However, getting the right super cancel on j.214X(3) can be pretty finicky. Generally speaking, one has to aim to land for the super cancel as soon as the third hit connects on the opponent. If Shabrys's height relative to the opponent is too high or too low, then the link might not be possible.

The best indication of success is getting this exact superflash on Titano: the opponent should be caught at the very beginning of the ground bounce, where the sprite is actually fairly high and not flush into the ground, and the hitstun bar is not full. These are the early frames after the 3rd hit of j.214X connects.

SB Brutal doesn't need to be held or manually released, it should fire automatically at the right place. However, it hits much earlier before the Titanomachia Ender and will force an immediate tech on finish. This may make it undesirable to use against characters with good ways to attack you immediately on the ground or characters with good air stall like Minazuki or Yukari.

Easy Mode Corner Titano route
Medium

corner 2B > sjc > j.B > j.2B+C > j.214A > 2C! > 214214C (5C > 2C > 214C) > 214B > backdash > 214B > 214214[B]
Works on most common, early corner launches.

Quick pointers:

  • The same principle for super cancelling after Asterius moves apply here. 214214C needs to be timed immediately after the hitstop for 2C ends; any earlier input will not be read correctly by the game.
  • For the optimal full 150% meter followup in the corner, Asterius should sandwich the opponent after 2C. This route solves this problem automatically, specifically with the superjump cancel and using j.214A.
  • Backdash before the second 214B or the opponent will fly over you and the Brutal Impact will whiff.
  • Release ]B[ at the Titano Ender superflash when the opponent is ground height. Releasing too early has some strange dynamics which mess up the height for the Ender hit.

Double Brutal Impact

Corner A Brutal > B Brutal
Easy

corner ... 5C! > 214214A~[2] > [2]8D > roll > reverse 214214B
The most versatile route to convert meter into damage. One can paste this after any 5C ender in the corner.

Some key things to keep in mind:

  • Immediately charge [2] during the superflash of A Brutal
  • Press 8D just before the opponent flies up after A Brutal

B Brutal > B Brutal
Medium

... > Titanomachia activation > ... > 214214[B] > [2] > Titanomachia Ender > 214214]B[ > [2]8D > roll > reverse 214214B
Only possible in combination with Titanomachia. Altogether, it is the most efficient way to convert meter into damage: Titanomachia Ender + two B Brutal Impacts give a total of 3000 minimum damage.

Key pointers:

  • Charge [2] as B Brutal is charging
  • Release ]B[ after the superflash of the Ender

Some visual cues for the [2]8D followup:

  • If Asterius is sandwiched (which is specifically what the documented corner confirm ensures), you can use him to time it very easily. Press 8D as soon as he turns back the right direction.
  • Press 8D after you see Shabrys stop moving from the pushback of B Brutal.
  • Press 8D a little after Shabrys starts 'flinching' during the recovery of B Brutal.

One More Burst Killshots

As yet, Shabrys doesn't have completely Burst-safe routes with OMB though it comes pretty close -- some routes are Burstable at only 1 or 2 specific points.

As is the case with most characters, OMB combos pack a lot of damage quickly in few hits. Strategically, this can be used to rush damage in before Burst comes back or force a situation where the only good defensive Burst point comes after most of the damage has been applied. These routes usually require at least 50% meter to be worthwhile, which Shabrys fortunately builds pretty quickly. Translating these resources into a consistent kill condition is often invaluable.

Generally, Shabrys can OMB after quite literally any touch and the rest is dialed in the same regardless of what the original starter was. Common OMB points to consider are Aerial Guillotine, Sweep, or 5AA.

At least for now, using OMB at the end of the combo is not very damage optimal. Early OMBs let Shabrys break in a big early Guillotine hit which skyrockets her damage for that confirm. Late OMBs can be beneficial if you are slightly short on meter and need to build some first before cashing out with a regular super confirm at the end.

Guillotine Goes Bonk
Medium

... > OMB > 214A+B > 2C > 214B > 2C! > 214B / air string > 236236D
The followup after 2C depends on how burst safe you want it to be or how quickly you're rushing the damage. Going with the air string squeezes out a bit more damage. Even without it, this gives a cool 4k minimum off any touch without Awakening.

Caution: if opting for this route while in Awakening, take care to input 2C > 214B cleanly, or the inputs might register Brutal Impact by accident.

Easy Titano OMB
Medium

... > OMB > 214214C (5C > 2C > 214C) > 2A+B > 236A > backdash / IAD backward > 214214[A+B]
Pointers:

  • Let go of SB Brutal a bit after the apex of the opponent's height after 214C!, right before the superflash for Titanomachia Ender.
  • Works regardless of corner position and proration.
  • Titano OMB combos are vulnerable to Burst right after the activation.

Advanced Material

Optimal CH Confirms

The gist of this section is: these CH starters can route into a 214B, which is solo Shabrys's most damaging move. Here's how to combo into it and out of it.

CH 2B

CH 2B
Medium to Hard

CH 2B > (optional delay) 8 or 9jc > late j.2B~2C > 214B > 2C! > dash > jump > j.B > jc > j.A~5C > j.214A > 5C!
After CH 2B, you have time for a low j.2B which then lets you link 214B after. Prime Asterius to continue the combo past that.

Pointers:

  • A neutral jump cancel is usually the more consistent option, especially off a higher CH catch or if you catch them behind you.
  • A ground CH can be jump cancelled immediately. The higher the hit, the later the jump cancel should be to compensate.
  • If the hit is very weird and you aren't confident, you can chase after the j.2B with a regular air string confirm instead of linking 214B.

Fatal 2C

Base Fatal 2C
Medium

FC 2C > dash > meaty 214B > dashjump j.A or 5A > ...
The very high Fatal hit gives plenty of time to get a 214B hit on its late active frames on the way down.

With Fatal, 214B can link into 5A or j.A. In the corner, it links into 5B.

Corner Fatal 2C
Medium

Corner FC 2C > meaty 214B > OMB > 214B > 5B > dl 2B > sjc > j.2B+C > j.214B > 2C! > 214214C (5C > 2C > 214C) > 214B > backdash > 214B > 214214[B] > [2] > 214214]B[ > [2]8D > Roll > reverse 214214B
Exactly the same combo that BananaKen posted on Twitter; probably still the most damage Shabrys can do in one confirm.

This combo demonstrates the corner Fatal 214B link into 5B.

The rest of it uses the same combo parts that were covered earlier.

Bite Setups

Shabrys is the only character in the game that can layer a command grab on top of a strike. Defenders staying on the ground will get bitten, defenders who choose to jump will get caught on an unblockable strike. Thus, we effectively make an unblockable setup. If a defender is looking down the barrel of a Bite on wakeup, they're forced to take damage and Shabrys can loop it right back into the same setup. Putting it together and running it is quite demanding, enough that many Shabrys players do not have it in their regular rotation.

Structure Of Bite Okizeme

Bite is an untechable command grab that can be done meaty frame 0 on an opponent's wakeup. After an opponent techs, backdash is disabled for 4F and it is important to Bite within this 4F window, so that opponents are forced to either jump, reversal or take the Bite.

Since Shabrys is still acting independently, you may layer a strike after the meaty Bite so that it catches an opponent’s jump. If you can make this strike safe, then literally every defensive option is covered.

The story however gets a bit complicated once we think about variable tech timings. Let’s visit the timeline of ground tech. In particular, the chart should help cleanly illustrate the sequence of a defender’s wakeup.

P4U2 Knockdown Timeline.png

The quick takeaways here are:

  • An immediate tech has just one, single timing.
  • A delay tech is actually a very long variable window with multiple valid points to late tech.
  • One can reduce this window by punishing no-tech (right when the combo proration ends) so that the defender should be forced to use a "quicker" late tech to avoid damage.

Thus, as a fledgling Biter, these are the 3 windows we need to think about when Biting. The latter two are variable and require your own skill and execution to enforce well, should your opponent cross into this territory.

For now, start with the 3 tech windows that are found in training mode settings: immediate tech (Ground Recovery and Wakeup Enabled), the quickest late tech (Ground Recovery Disabled and Wakeup Enabled), and no tech (Ground Recovery and Wakeup Disabled).

The plays here are:

  • For an immediate tech punish, time a C Bite meaty. Layer a j.A or j.2B to follow closely.
  • For a late tech punish, time a D Bite meaty. Layer a j.A or j.2B to follow closely. If the opponent is aware of it, this timing is variable.
  • For a no-tech punish, dash wait, time a very late 5A. You want to time this as close as you can to cover the late tech window (or on the chart: wwhen the combo proration just ends).

It is possible to manually time a C Bite for a late tech punish. However, if the defender knows how Shabrys’s moveset works it's a very obvious tell which timing the Shabrys player is going for if using C Bite alone. Using the two different Bite versions help to obscure the player’s intentions.

If the player misreads the opponent’s tech, then the Bull is out of commission for a while. In comparison, the default Laser setup covers all tech options easily without much adaptation. Still, if this hasn’t put you off yet and / or you're obsessed with unblockables and the cronch cronch serotonin Bite sound effect, keep reading.

j.A vs j.2B air unblockables

For Bite setups, players have the choice of using either a rising j.A or a falling safejump j.2B as the strike in the setup. The key differences to consider between the two choices are:

  • Reversal Safety: reversals with fast, big vertical hitboxes will catch a rising j.A; counter DPs will catch j.2B if the counter is in range.
  • Ease of Confirm: j.A is slightly harder to use even with a hitstop OS; the big wallbounce on j.2B is generally easier to react to.
  • Damage Potential: j.2B is generally a much better starter with more damaging confirms.
Reversal Safety
j.A j.2B Notes
Narukami Yes Yes
Yosuke Yes NoP4Arena Yosuke BD.pngGuardStartup1Recovery18Advantage-
Chie Yes Yes
Yukiko NoP4Arena Yukiko BD.pngGuardAllStartup22Recovery12+12LAdvantage-21 Yes
Kanji Yes NoP4Arena Kanji BD.pngGuardAllStartup13Recovery25Advantage-36
Teddie Yes Yes
Naoto Yes Yes Can RPS with DP followups
Mitsuru NoP4Arena Mitsuru BD.pngGuardAllStartup10Recovery27+20LAdvantage-31 DependsP4Arena Mitsuru MyriadArrows1.pngGuardAllStartup4+(60 Flash)+2Recovery46Advantage-32 Possible but tough to bite + safejump j.2B
Akihiko Yes Yes
Aigis DependsP4Arena Aigis HolySpear.pngGuardAllStartup4+(62 Flash)+3RecoveryTotal 41+9LAdvantage+4 DependsP4Arena Aigis HolySpear.pngGuardAllStartup4+(62 Flash)+3RecoveryTotal 41+9LAdvantage+4 j.2B works only if spaced out
Labrys Yes Yes
Shabrys Yes Yes
Elizabeth NoP4Arena Elizabeth 2B.pngGuardAir UnblockableStartup9Recovery15+10LAdvantage-28 DependsP4AU Elizabeth Debilitate.pngGuardStartupRecoveryTotal 50+9LAdvantage- F3 counter demands accuracy
Yukari Yes Yes
Junpei Yes Yes Can RPS with DP timing
Sho Yes Yes
Minazuki Yes Yes
Rise Yes NoP4AU Rise ReflectiveBit.pngGuardAllStartup44 <4 After hit>Recovery48Advantage-37
Ken DependsP4AU Ken UltimateCross.pngGuardAllStartup4+(91 Flash)+3Recovery8+30LAdvantage-26 DependsP4AU Ken UltimateCross.pngGuardAllStartup4+(91 Flash)+3Recovery8+30LAdvantage-26 Possible but tough to bite + safejump
Adachi DependsP4AU Adachi 214214A.pngGuardAllStartup4+(45 Flash)+3RecoveryTotal 65Advantage-11 Yes
Marie NoP4AU Marie BD.pngGuardAllStartup13Recovery33+12LAdvantage-25 Yes j.2B easier if spaced out
Margaret DependsP4AU Margaret PowerSlash.pngGuardAllStartup4+(49 Flash)+5RecoveryTotal 102Advantage-24 DependsP4AU Margaret PowerSlash.pngGuardAllStartup4+(49 Flash)+5RecoveryTotal 102Advantage-24 Possible but tough to bite + safejump j.2B; j.A inconsistent

Corner Okizeme Setups

Routing

One more wrinkle here before we can jump in: there's not much trouble to weave in a C Bite from the corner routes we've visited so far. However, D Bite has a larger blind spot than C and Asterius will usually whiff. It needs special routing to create space for it to work.

2B Launch
Medium

... 2B > 7jc > dl j.2B > 7 or 8 jump > j.BB > jc > [5C] > j.21[4]B > ]5C[ > Bite
We modify the default corner route to buy as much time as possible for Asterius to recover and glide backwards away from the corner:

  • backwards jump cancel from 2B into a late j.2B
  • possible backwards rejump
  • push the 5C input later into the air string

Modifiying Corner 8C DP route
Medium

...> 2A+B > 8C > dl B+D > 7 late j.2B > 7 or 8 jump > j.BB> jc > 5[C] > j.21[4]B > ]5C[ > Bite
Basically all the same principles as the first route.

Corner 2C Extension
Hard

corner 2C Extension > 7 jump dl j.2B > 7 or 8 jump > j.BB > jc > [5C] > j.21[4]B > ]5C[ > Bite
Generally, it is guided by the same principles as earlier routes.

However, it is probably the hardest adaptation here due to the camera and possible variance of 2C behaviour. Depending on when you press 2C for the extension, it may sandwich the opponent which makes it impossible to continue with a corner Biteloop that properly threatens D Bite.

That said, one can still get a midscreen sandwich setup from here.

The Setup

Now we should have all the parts we need to run Bite okizeme in the corner.

C Bite
Hard

...j.21[4]B > 5C! > [4]6C > dash > rising j.A or safejump j.2B

  • Input Bite around when the opponent hits the wall.
  • Try to keep a consistent ]5C[ timing, if it hits opponents at a different height, the resulting Bite timing will also be different.

D Bite
Hard

...j.21[4]B > 5C! > [4]6D > dash > rising j.A or safejump j.2B

  • Input D Bite a beat later than you would C Bite, just when the opponent starts to fall from the wallbounce.
  • Try to keep a consistent ]5C[ timing, if it hits opponents at a different height, the resulting Bite timing will also be different.

No Tech
Hard

...j.21[4]B > 5C! > Bite > dash > late 5A ...

  • If successful, 5A should hit them airborne and start a new combo.
  • Flows a bit easier from a rising j.A unblockable, as the safejump j.2B needs an early, preemptive jump before the window to punish a no-tech.

Bite Confirms and Looping

The last piece of the puzzle is how to confirm off the Bite unblockable. Note that off any outcome, Shabrys can choose to route back into the same setup, if so desired.

Bite Confirm
Medium

... Bite hit > dash > 7 dl j.A > j.2B > 7 or 8 j.BB > jc > [5C] > j.214B > ]5C[
The main concern here is the manual timing required to catch the opponent after Bite.

Jump back about the 5th hit on the combo counter, right before the opponent comes out. This is relatively lenient, as the confirm works at multiple jump timings and heights caught after the Bite.

j.A Confirm
Easy

rising j.A > j.BB > jc > dl j.B > 2C extension OR 8C extension
Confirm solo through Asterius recovery and then route into the same extensions referenced earlier.

To loop it, it is easier to use the 2C extension.

j.2B Confirm
Easy

j.2B > dl 5B > 2B > ...
Confirm solo through Asterius recovery then route into the same extensions referenced earlier. In particular, the 2B extension easily allows a Biteloop. The other variants won't usually work as the combo already started with a j.2B and SMP kicks in on a second one.

Midscreen Okizeme Setups

Bites midscreen are possible and are subject to the same nuances to consider in the corner. Similarly, there's a bit of extra thought needed to get the setup in the first place. We have two options to get a meterless midscreen Bite from the common 5C ender, both require the midscreen 2C Extension.

Sandwiched 5C Route

The first is to get a sandwiched 5C ender.

C Bite Sandwich for Immediate Tech
Hard

2C Extension > dash > nj.B > 9jc > j.A~5C > j.21[4]A > [4]6C > dash j.A or short dash jump airturn j.2B
After a sandwiched 5C, the opponent is just slightly too far away for the C Bite to meaty. Thus we do a bit of manual manipulation with Shabrys: dash(jump) into the opponent and push them in range.

Unlike the corner version, cancel 5C into Bite immediately with no delays.

D Bite Sandwich for Late Tech
Hard

2C Extension > dash > nj.B > 9jc > j.A~5C > j.21[4]A > [4]6D > short dash > wait > rising j.A or safejump j.2B
D Bite is always in range, but dashing here is still fine for consistency and to mimic the C Bite setup.

Unlike the corner, cancel immediately into Bite without any delays.

Altogether, both the earliest late tech and immediate tech does not require manual cancel timings into Bite -- it's all in the version of Bite you choose.

Same Side 5C Route

The second way is also from a crossunder 2C extension but delay the airstring and the following 5C input slightly so that Asterius has time to face the same direction as Shabrys. The end result is Asterius is much closer to the wall than any other midscreen route, and thus is in position for a close Bite on a midscreen wakeup.

While convoluted, this actually does result in a much better screen position for the Bull okizeme. Simply comboing from the original side does not give you a tight, robust Bite setup as an option.

Note that because of the additional delay required it is quite strict or impossible off worse starters like A buttons or Asterius moves.

C Bite for Immediate Tech
Hard

2C Extension > dash > nj.B > 9jc > j.A > dl 5C > dl j.21[4]A > [4]6C > dash j.A or safejump j.2B

  • To make room for the delayed 5C input, we must also delay the cancel into j.214A slightly.
  • Like the corner version, use the opponent's wallbounce to time the Bite input.

D Bite for Late Tech
Hard

2C Extension > dash > nj.B > 9jc > j.A > dl 5C > dl j.21[4]A > [4]6D > dash > wait > rising j.A or safejump j.2B

  • To make room for the delayed 5C input, we must also delay the cancel into j.214A slightly.
  • Similar to the corner version, time the Bite a little after the opponent hits the wall.

Bite Confirms and Looping

Confirming off the strike unblockable is not particularly difficult midscreen and can easily loop back into the same setup. However, the midscreen Bite confirm is one of Shabrys's hardest and does not generally loop into another Bite.

Midscreen Bites
Very Hard

Bite > dash > 8 OR 9~Air Turn > late j.A > j.2B > dash > jump > j.B > jc > j.A~5C > j.214A > 5C!
Bite is Shabrys's worst starter. While the corner variant is quite forgiving, the midscreen confirm has very little leeway. Most of the difficulty here is in manually positioning and timing the jump, getting that perfect j.2B height and wallbounce hit.

Pointers:

  • Dash to roughly where the opponent disappeared in the ground.
  • The closest visual cue is timing the jump somewhere around 3-4 hits on the combo counter.
  • Neutral jump version is generally much harder and requires a perfect jump timing and perfect button timing to get the right wallbounce height AND perfect timing on the followup dashjump.
  • Forward jump + Air Turn makes the followup easier by manipulating the false corner closer, as Shabrys is moving backwards during the air string. Followup dash timing is immediate, which is likely more natural for players.
  • For either version, there is time for Shabrys to position and choose whichever side of the stage that is most advantageous before the Bite finishes resolving.

Alternately, one may confirm with superjump j.B and finish with Hammer instead of 5C. This leads to a safejump blockstring into a possible Bite on block, if the player is still interested in looping.

Midscreen j.A
Easy


placeholder text

to Medium

Midscreen j.2B
Medium

safejump j.2B > dash > j.A > j.B > jc > j.B~2C > j.214B OR j.214B > 8C > ...

  • You must extend with 2C to Biteloop.

Biting On Block

Bite setups on block are a bit scrappier. Past the immediate point of wakeup, defenders may try to backdash to avoid the Bite. Additionally, most Bites on block aren't as airtight as an okizeme Bite, so there's usually more points to challenge in general. Since Shabrys has to apply pressure directly while Bite is starting, there is no safejump j.2B option to get the best of most worlds.

On top of all of these factors, the space and time to align it in the first place doesn't come by easily. Finding the place to charge is one issue but trying to special cancel into Bites is difficult midscreen because of the pushback of Asterius's normals. In the corner, Asterius's forward movement on most of his moves may come into play as every Bite has a blind spot right next to him.

If one gets past all that and it is setup correctly, Shabrys players need to get a handle of this defensive RPS to run it effectively. The usual look of it is:

  • Shab grounded strike beats opponent backdash, mash and jump
  • Shab air strike beats opponent jump and weaker reversals
  • Shab do nothing beats opponent big vertical DPs or relevant supers that catch air strike

Still, should the opportunity arise, the threat of the Bite needs to be respected and forces the defender to commit to an action to avoid it.

General Setup
Medium


placeholder text

to Hard

5C > SB Bite
Medium

5A~5C > 5AA~[4] > 5B > [4]6C+D > j.A~[4]B~A

  • Probably the safest block Bite setup, provided it is against a character that can't reversal the j.A.
  • Input SB Bite late into the recovery of 5B; there is just enough time to charge a Bite after 5AA.
  • In the corner, if their reversals can't deal with Shabrys there isn't any RPS. j.A~[4]B~A catches the immediate jump, buffers a j.B on hit, blocks the DP or reversal, and has a late falling j.A to safejump them after their backdash or punish the backdash outright, if it is slow.
  • As shown in the clip, at some timings the Bite may naturally punish backdash.

Punish opponents for blocking Laser
Medium


placeholder text

to Hard

Corner Airturn Bite
Medium

Corner Airturn Route > [4]6C > 2B or dash 5A > RPS
Blocked 2B vs 5A:

  • 2B tightens the setup and forces them into blockstun up until the Bite cleanly. However, catching the jump requires a different timing due to pushback, and the new strike timing is much less safe to reversals than usual.
  • 5A is able to mimic the normal unblockable setup by going into an immediate rising j.A. However, for the right Bite timing, there is a short gap between the Asterius normal and 5A.

Midscreen 150% Titanomachia Confirms

Outside the corner, the same routes we visited in the Core section can work with some adjustments. While the combos themselves aren't much more difficult, the situational awareness required, knowing your screen position then adjusting it correctly on the fly is the main hurdle here.

Facing the Corner
Hard

... j.214X(3) > 214214C (2C > 214C) > jump > j.A > dl j.214A > double B Brutal
Can only be performed about at slightly closer than round start position for the opposite character.

j.A > j.214A must be delayed or the 2C hit will catch too high for the super to hit.

Back to Corner
Hard

...j.214X(3) > 214214D (5C > 2C > 214C) > jump > j.A > j.214A > walk or run forward > Roll > double B Brutal
Works if you're roughly a little farther than your own round start position to the wall behind you.

Walking / running into the opponent does two things:

  • Ensures the opponent doesn't slide away from 2C.
  • Helps moderate distance from the corner so that Asterius is facing the correct side for the followup grab.
  • If you're farther away from the corner like the clip, you want the opponent to slide closer to the corner for a followup, thus you walk. If you're closer, you should run so that they don't slide too far into the corner and have Asterius come up too close.

Put together the j.214X routes have a small blind spot right at the center of the stage where neither route works and you can't cash out a full 150% combo.

Fortunately, the 2C route is more than capable of making up the difference.

Facing the Corner
Hard

... 2C! > 214214C (5C > 2C > 214C) > 214B > jump / backdash / IAD back > 214214[B]~[2] > 214214]B[ > [2]8D > IAD > reverse 214214[B]
As the clip shows in the beginning, this works very close to your own round start position midscreen -- considerably farther than the j.214X > Titano linker.

Pointers:

  • Moving backward after the 5C hit ensures the opponent can't slide any further and away from the coming 2C hit.
  • This Asterius sequence of '2C! > Titano > 5C' should always have Asterius sandwich on the next hit. This puts him in position to catch opponents with [2]8D anywhere on screen.
  • However, the followup B Brutal still only works if the opposite wall is farther away, i.e. when Shabrys / Asterius are fairly close to the corner.
  • Roll doesn't cover enough distance midscreen to sideswitch. Instead, we need to IAD after B Brutal and the window to link the next Brutal Impact is much tighter.

Back to Corner
Hard

...2C! > 214214D (5C > 2C > 214C) > jump > j.214A > run > Roll > double B Brutal
Works from roughly the same position as the j.214X back to corner route, close to the round start distance to the wall behind you.

Key notes:

  • Not technically a tiger knee j.214A as we are buffering it immediately out of the jump. Instead, hold up through the super flash and watch the hitstun bar to time j.214A; you want to meet them pretty high in the air.
  • Walk / run for exactly the same reasons as the other back to corner route.

Getting Close 5C Oki From Hop Autocombo

Close 5C
Hard

... 5AAA > [5D] > 2A+C > j.2B~]5D[~2C > IAD j.214A > 2C! > j.B > jc > j.A~5C > j.214A > 5C!
Building on the hop autocombo, let go of guard and press 2C around the hitstop of j.2B. Then time an IAD j.214A ASAP.

Autocombo has fairly limited proration; the usual route of j.2B > air string > 2C degrades proration too much for it to knock down.

One can vary the side 2C comes out by delaying the input, which can change the spacing of the following okizeme setup.

From here, a greater spread of setups are available from the autocombo route, as discussed in 5C Okizeme or Bite Setups.

Corner B Chain Knuckle

Sweep > 236B
Hard

ground j.2B hit > dl 5B > 2A+B > 236B > 5B > 2B > Air String
Off early j.2B hits like airdash j.A > j.2B or the j.2B Bite unblockable, one can choose to combo with this. It helps maximise damage in these situations, either for pure damage into a Laser setup or for a Bite unblockable.

Just keep in mind,

  • Don't be too close in the corner, it has a tendency to make opponents fly over you.
  • Don't hit sweep too low or 236B will whiff.

Fear Setup and Confirms

Fear Setup
Medium

Any [4]6C+D hit > 2A+B > ...
SB Bite inflicts Fear. However, the regular Bite confirm will run out the length of the status effect.

End with sweep immediately to play Elizabeth for a few seconds and force a Fear strike/throw mixup.

Time the sweep roughly at the 4th-5th hit on the combo counter.

Fatal Throw Confirm
Medium

FC Throw > 5A / 2A > 2B > Air String
The only hurdle here is learning the timing to link a button after the throw.

From there both A buttons combo immediately into 2B on Fatal and transition to any air combo of your choice.

Fatal 5A
Easy

5A > (5AA >) 2B > ...
At this point, the combo should be no puzzle for players. 5A or 5AA both immediately combo into 2B on Fatal and transitions into any air combo of your choice.

SB Brutal Impact without Titanomachia

SB Brutal Directly
Very Hard

corner launch > j.[2]A > j.2B > dl 9jc~[2]8D > Air Turn > reverse j.214X > reverse 214214[A+B]
More esoteric finger dexterity. To break it down,

  • Charge [2] through a j.A > j.2B string
  • Delay the jump cancel to get enough charge
  • Buffer [2]8D into a forward jump cancel (for spacing)
  • Immediately airturn and reverse j.214X
  • Cancel into SB Brutal on landing

Let go of SB Brutal roughly when the opponent is about to the hit the opposite wall.

It is damage optimal for 75%, no other meter options come close to beating 1500 minimum damage.

Small Bodies
Very Hard

corner launch > j.[2]A > j.2B > dl 9jc~[2]8D > Air Turn > dl reverse j.214B > reverse 214214[A+B]
A number of characters have hurtboxes that are too small for all 3 hits of Aerial Guillotine to connect backwards, even if you are flush against them. The combo itself is the same, it's all in changing the timing and adjusting height.

To adjust, we have to make sure the last hit of j.214B connects i.e. the shockwave hit. To do that, we delay it to be much much higher than usual relative to the opponent's height.

External References

Master Shadow Labrys Tech Playlist: https://www.youtube.com/playlist?list=PLDopakYbBerQ77SXEhXLk74AR2D0ymqRN

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