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- Buttons: Labrys' axe gives her massive normals to poke with in neutral.
- Pressure: Labrys has a plethora of mix-up and pressure tools at her disposal, and makes getting away from her difficult.
- Axe Levels: Red axe can lead to very high damage and can carry over into the next round.
- Persona Unreliant: Labrys is not overly reliant on her Persona, making Persona Break not as bad as some other characters.
- Weak to Zoning: Labrys has trouble against heavy pressure and zoning in her attempts to get in.
- Inconsistent Gameplan: She absolutely needs her momentum to get anything done, else she is a generally underwhelming character.
- Defense: Labrys's fastest buttons clock in at 7F and she has no invincible meterless reversal, instead having to settle with a guard-point reversal that can easily be countered on reaction.
Labrys has a special axe icon above her SP Gauge that levels up after using attacks that utilize Labrys' massive axe (even on block or whiff). It will slowly level down over time you don't attack with 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:
- No Color (Gray) > Blue > Green > Yellow > Red
- The higher the level of the Axe Gauge is, the more damage her axe attacks do.
- Lv 1: 60%, Lv 2: 80%, Lv 3: 100%, Lv 4: 110%, Lv 5: 120%
- Note her supers follows a unique formula, and will be mentioned in those sections.
At red axe level, she gains the following special properties in addition to extra damage:
- Added Hitstun for axe attacks
- All Counter Hits by attacks that increase the Axe Gauge become Fatal Counters
- Added chip damage with axe attacks
Under Red Axe, Labrys also does significant chip damage with her axe normals and Skills, such as Guillotine Axe. See her frame data for exact values, as her moves scale slightly differently.
- Management
- At the start of each match, the axe gauge starts at level 3 (Green).
- Axe level will carry over to all subsequent rounds.
- 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 2 (blue) 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.
Normal Attacks
5A
Labrys 5A is slow, has short range and doesn't chain into 2A like many other 2As but it has a good amount of hitstun, especially at higher axe levels, and a good hitbox that allows it to be used against both grounded and airborne opponents.
5AAA has great corner carry, on both hit and block, while keeping Labrys close to her opponent.
2A
- Chains into itself up to 3 times
Standard crouching jab with a short range. During pressure, 2A is good for stagger pressure and tick throws. When on the receiving end of pressure, 2A can be good for mashing out of gaps in pressure big enough to fit in a 2A if the opponent is close enough.
5B
- Dash cancel is -3 on block
- Backdash cancel is -2 on block
- Good all around tool for Labrys
Although it has a slow startup, 5B is a good ground poke when spaced well. In pressure, 5B has several follow up options such as dash and hop cancels, as well as chaining into other moves such as 2C, Sweep or Chain Knuckle that make it very useful for varying your pressure.
- Dash Cancel is +4 on block
- Backdash cancel is +5 on block
- Causes sliding knockback on hit
The half charged version is mostly useful for combos. The sliding knockback can combo into chain knuckle midscreen, and gives Labrys lots of time to do other things in the corner. It is also sometimes good to use in pressure, followed by the forward dash cancel to take advantage of being +4 and reset pressure.
The fully charged version is unblockable. However, due to the long startup and the noticeable flash that occurs when performing an unblockable, the fully charged version currently does not have any practical uses.
2B
A great anti-air due to its wide hitbox. The head invuln is slow, so it is best used to deal with jump in attempts in neutral, rather than with dealing with jump attacks during pressure
The fully charged version is unblockable. However, due to the long startup and the noticeable flash that occurs when performing an unblockable, the fully charged version currently does not have any practical uses.
j.A
j.B
One of, if not Labrys' best, poke. It has a wide hitbox and is good for both jump ins and air to airs. Like most jump attacks, predictable j.Bs do lose to 2B Anti-Airs but so long as you aren't being predictable, you'll find this normal to be one of your most valuable tools.
j.2B and j.BB
- Causes wall bounce
Labrys' new air command normal that mimics j.BB. At Red Axe, j.2B is good in midscreen combos to allow for great corner carry. It can also be good in pressure from a hop cancel to reset pressure, when used sparingly.
j.BB is good in corner combos, where it's easy to make the most use of the wall bounce to get more damage out of your combos.
All Out Attack
5A+B
Standard all out attack. Has good range compared to most other AoA's, but like all AoA's, the startup is slow enough to block high on reaction and it is very punishable on block unless you OMC. Best used very sparingly.
Sweep
2A+B
- Common combo ender for oki routes
Usually used to end combos at lower axe levels so that you can go for Weaver Arts: Sword oki and keep building your momentum/axe gauge level. Labrys sweep can also be good for beating pokes because of the general buff to sweeps in Ultimax that gave them chest invuln, which goes well with the fact that Labrys' sweep slides her forward.
Persona Attacks
5C
- Good neutral tool
Slow startup but 5C covers a lot of ground space and pulls the opponent in towards Labrys on its way back, making it a good ground poke if you can get it out.
2C
- Dash cancel is +1 on block
Mostly used in corner combos. It's also sometimes used in pressure due to it being dash cancelable, allowing you to go for a pressure reset. The startup of 2C is slow though, leaving an opportunity for opponents to mash or jump out of pressure. Be sure to vary your pressure to make it harder for opponents to deal with on reaction.
5D
Mainly used in combos and occasionally pressure, pressing 5D once will cause Ariadne to shoot 2 arrows that travel a short distance and if pressed a second time Ariadne will shoot more of these arrows continuously. Wallbounces in the corner.
j.C
- Has a vacuum effect on airborne opponents
Mostly just used in air combos. The vacuum effect makes it very good to pull opponents in for the typical air Guillotine Axe ender.
j.D
Slow startup but once they're out, the gears from j.D cover a good portion of air space and make air movement in this area difficult for the opponent. This can be good against certain characters with a strong air game in neutral.
Universal Mechanics
Ground Throw
C+D
- Comboable on CH with Red Axe
Good mixup tool when combined with 2A stagger pressure to do 2A tick throws. In general, you can OMC it to convert it into a full combo with 5A. On CH with Red Axe, you can convert it into a combo with 5A. As Labrys' fastest ground action, it can be a good defensive option in some instances where her 2A would otherwise be too slow.
Air Throw
j.C+D
- Wall bounces in the corner
Similar to her ground throw, Labrys' air throw is her fastest air option, making it good in up close air battles where j.A and j.B are too slow to use. The air throw wall bounces in the corner. At yellow axe and higher, it's possible to get a combo off the wall bounce.
5th Gen Axe Slash
B+D
- Wall bounces on CH when not charged, always wall bounces when half charged
Unlike most other furious actions, Labrys' furious action has a long startup. Also instead of being invincible, it has a guard point, meaning every time she autoguards an attack, hitstop gets generated and adds on to her startup. For these 2 reasons, it can often be easy for opponents to react to the furious action's startup and cancel whatever they're doing into a DP to counter her, weakening its effectiveness as a reversal. Best used very sparingly, preferably when opponents aren't mashing 2A on your wakeup to fish it out.
On the plus side, the move will cause a wall bounce on counter hit, allowing you to follow it up with a combo unlike other furious actions. The half charge version of this move will always give a wall bounce, making it useful in some combo routes.
Unblockable version of her furious action. Unfortunately due to its long start up and being able to react to the unblockable screen flash, the fully charged version does not have any practical uses currently.
Guard Cancel Attack
6A+B while blocking
Based on her 5AAA normal. Slow as Guard Cancels are known to be.
Skill Attacks
Chain Knuckle
236A/B
- Forces Fatal Counter on CH
Can be good at controlling space on the ground since both versions cover a good amount of distance and the frame advantage is good on block. However, whiffing a chain knuckle can be very costly so it's best to use it not too often.
A version goes 2/3rds of the screen B version goes just short of reaching fullscreen
Winch Dash is mostly just used to go into the extra attacks. The brake is mostly used when getting a FC combo from chain knuckle so that you can close the gap between you and your opponent and keep the combo going.
Chain Knuckle Extra Attack
Winch Dash > A/B
The A version and SB extra attacks are mostly used in combos. The B version currently does not get much use since it is not special cancelable like the A version is.
B version hits low, allowing for mixup. A can be cancelled into Guillotine Axe. SB will cross up and go behind opponent on hit.
Guillotine Axe
214A/B
- Combo ender on the ground
A version is mostly used to end combos on the ground. Does a good amount of damage and gives the axe gauge a nice boost
B version has longer startup but does more damage. Mostly used at higher axe levels where the added hitstun makes it easier to combo into.
The SB Version is special cancelable and causes a small ground bounce. It's a key move in a few combos designed to increase the axe gauge as close as possible to Red Axe. ( Can cancel into strings to trap opponent mid-combo and lead to corner-carry.)
Guillotine Aerial
j.214A/B
- Staple air combo ender
Good for ending combos due to its ability to bring the opponent back down to the ground for oki or to be comboed into a Beast super for damage.
On startup, SB version has invulnerabilty. (Could be used for air-to-airs or to armor your way through some attacks)
Weaver's Art: Sword
- Good neutral and oki tool
Weaver's Art: Sword is most commonly used as an oki tool at lower axe levels from a sweep combo ender. B version is optimal after sweep, while A version will be good in corner. If opponent backdashes or jumps back, you could catch with a C strings. If they're likely to Evasive Action out of the oki, you could catch with A strings, or grab.
SB Version automatically tracks opponent's location.
Weaver's Art: Orb
- Has a dash cancel point early on in the move
- Good neutral tool for obstructing air movement and approaching
- Can be used to extend pressure
C version travels at air dash height and is good sometimes to create an obstacle that needs to be maneuvered around
D version falls to the ground and goes across the screen at ground level. It takes a while for the orb to fall to ground level before it starts travelling though. But once it starts travelling across the ground, it's good at covering an approach. In pressure, if you can manage to keep the opponent blocking long enough, it can also be used to extend your pressure.
SB version is the same as the D version but it falls to the ground much quicker, making it easier to use for things you'd use the D version for.
SP Skill Attacks
Weaver's Art: Beast
236236C/D
Damage SP Skill used to boost the damage of a combo at the end. Best used to close out a round.
C version does not do as much damage as the other versions but also does not use up the axe gauge. Good for when you want to add more damage to your combo to win the round and want to keep axe level for the next round
D version uses up the axe gauge, which in turn will increase the damage output of the SP Skill proportional to your current axe level. Red axe gives the biggest boost, giving it the ability to add a lot of damage to even the most damage scaled combos. A very valuable tool in Labrys' arsenal.
SB version uses up the axe gauge and does even more damage than the D version of the super. However, it also has almost double the startup of the D version as well, making it hard to combo into under normal circumstances.
Awakened SP Skill Attacks
Weaver's Art: Breaking Wheel
- Labrys' best reversal option
Because of the shortcomings of Labrys' furious action and Brutal Impact, Weaver's Art: Breaking Wheel is her best reversal. It covers a good amount of ground space and is + on block, making it good for shifting momentum. Although the move itself only hits on the ground, it can be difficult for airborne opponents to escape falling into the gears if they lack good positioning or have used up their air movement options.
C Version has the gears appear in front of Labrys. This is the version usually used for reversals.
D Version has the gears appear at about 2/3rds of the screen away from Labrys. Can be good for catching people doing stuff or locking them down long enough to close the distance on them.
SB Version has the gears appear in front of Labrys and expand out to almost fullscreen distance. Very + on block.
All versions stay even if you hit Labrys, so if you try to mash something fullscreen you're probably going to get hit.
Brutal Impact
214214A/B
- The attack will come out immediately in response to an opponent hitting the moves guard point, and will eventually come out if left unprovoked
- Grabbing also counts as an attack that will trigger the super
Unblockable super that does a ton of damage. Unfortunately, the start up is very long, including after the super flash when the move is activated. Jump-cancellable moves that triggered her counter can easily bypass the risk of getting hit by this move. Worse yet, characters can also punish the move with their own reversals on reaction to the super flash, such as supers. Thanks to all the above point, this move has no practical application in a real match.
Instant Kill
Weaver's Art: Inquisition
- Fully invincible until recovery
- Cannot be comboed into
Labrys summons Ariadne to shoot an arrow across the screen, and if successful, proceeds to trap the opponent, throws her axe at them, and with an extended chain arm, barrages the opponent with axe strikes, cultivating in dropping the axe on top of them. This IK at least has the benefit of hitting full screen. However, it still suffers from a long reactable startup and the ability to be blocked, all while requiring 100 SP, making it hardly worth it to use. Could potentially be used to counter certain supers on super flash like Adachi's Atom Smasher or Akihiko's Maziodyne, but practical instances for this IK are few and far between.
External References
- Japanese Name: ラビリス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- 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