Rough information hub / document: https://hackmd.io/@Arnei/SyD_X_UGq#Shadow-Labrys-25
Overview
Shadow Labrys, commonly referred to as "Shabrys", is a puppet character who stands out among the cast. Her Persona, the mythical bull Asterius (colloquially referred to as just Bull) is a slow but massive puppet that augments Shabrys at every stage of the game.
Coordinating Shabrys’s big axe with Asterius can force many difficult situations for the opponent. The Bull can help cover multiple angles at neutral, setup and confirm mixups, extend and finish combos, create offense and safety from her defensive options, or at least, fill the screen with noise. His moves cover massive space with the animations and damage to match. On the field at all times and completely independent, the Bull demands great awareness just by existing.
On offense, Shabrys and Asterius have a full plate of offensive options to choose from such as large pokes that can secure blockstrings, a strike/throw game with safe yet powerful strikes and rewarding throws, and more hellish mix-ups that include left/rights, high/lows, or nearly inescapable command grab setups with Asterius's grabs. Even better, in Awakening, Shabrys gains access to TitanomachiaGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- which automates Asterius and buffs him for the duration, easily making it one of the best supers in the game.
However, Asterius comes with a unique set of challenges that make Persona management more complicated for her than the rest of the cast. Since he is independent, Asterius himself is controlled separately and the player has to learn and practice the execution to time him in concert with Shabrys, especially since she must also manually make him block for him at times and Bull inputs can even overlap with basic system inputs. Overall, she requires gameplans to be made much larger in scope and further in advance to make the most of the character, which can be painful if not mastered due to her Persona card breaks having a unique animation before he can be used again, and Shabrys having the lowest health in the game at 8000.
Choose Shadow Labrys if a high skill-floor and high skill-ceiling character appeals to you. Players from team games like UMVC3 or DBFZ will feel at home with classic assist-play neutral centered around a homing assistGuardAllStartup85Recovery47 [35]Advantage- or setting up mixups behind the cover of a beamGuardAllStartup77RecoveryTotal 179Advantage-.Shadow Labrys works together with her Persona Asterius to create strong neutral sequences, suffocating pressure and an amazing knockdown game.
- Bull Neutral: Large axe normals with Asterius's massive range cover absurd amounts of space in neutral. Additionally, many opponents struggle to keep track of Asterius and the screen pollution he creates.
- Devastating Mixups: When cooperating with Asterius, Shabrys has full access to numerous high/low, left/right mixups and unblockable setups with her Biteloops in her pressure game.
- Massive Damage: Shadow Labrys can consistently deal around 3.5k average from most starters. Great corner carry and meter gain make her hits especially rewarding and her high damageGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 combo ending supersGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 pack a serious punch.
- Titanomachia: The best Awakening super in the game, hands down. If the only counterplay for the opponent is to corner themselves so at least they can't get crossed up, you know this is seriously messed up. If you can get to Awakening, you can activate this super in neutral and immediately turn the tides of the match or use it for damage to secure your win.
- Meter Efficient: Coordinated offense with Asterius generates a ton of meter and generally does not require meter expenditure to maintain or get damage. Thus, getting a turn with Shabrys usually snowballs easily -- even if her opponent escapes, she can spend meter liberally to try to get her turn back.
- Persona is God: Shadow Labrys is much less threatening without her Bull, with much more limited combos and few ways to setup any offense. While she can mitigate some of these weaknesses with meter, it is more ideal to keep your Bull alive.
- Cancelling off Asterius: With Asterius being out at all times, the opponent is able to hit it and freely cancel into jump or other normals and specials. This presents some unique strengths and weaknesses on defense and neutral, making another challenge for players to account for.
- Fragile: Lowest health in the game, two hits can be all it takes to lose.
Shadow Labrys has her persona Asterius out on the field at all times. His movement is done automatically and has the following quirks:
- If Shabrys moves in any direction, Asterius will attempt to swim alongside her, eventually resetting his position directly behind his user.
- If Shabrys moves far enough away from him in a short period of time (such as by airdashing or running), Asterius will dive into the ground and reset his position behind her.
- Asterius can block with the D button, which will keep him locked to a specific position until he stops blocking.
Unlike most other Personas, Asterius is fully independent from Shadow Labrys. Specifically, Shabrys players must separately time Asterius moves in conjunction with Shabrys moves to finish combos, coordinate pressure or cover angles in neutral. One common midscreen combo ender requires the player to input j.AGuardHighStartup9Recovery12Advantage- followed by 5CGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun then cancelling into Aerial GuillotineGuardAll, High, [All]Startup12Recovery34Advantage-13/-6. When the Aerial finishes, the primed 5C follows immediately and knocks the opponent down properly.
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands except during certain portions of 2CGuardAllStartup85Recovery47 [35]Advantage-, SB skills and Titanomachia.
One may cancel all of Asterius's normal Persona attacks into Persona specials and supers on hit or block. For example, 5CGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun can be cancelled into Flame of HadesGuardAllStartup77RecoveryTotal 179Advantage- for pressure/okizeme or Challenge AuthorityGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25 for extra damage.
Lastly, Asterius's attacks must be blocked relative to Shadow Labrys's position. If Asterius is performing 5CGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun to your left while Shabrys is to your right, you must hold down-left in order to block his incoming attack.Normal Attacks
5A
- 5A
- Jump cancelable on hit and block.
- Does not gatling into itself or 2A.
Very important normal for pressure, as it is her fastest jump cancellable normal on block and leads to staple blockstrings that are gapless on normal block. Reaches the farthest of her ground A normals, making it the default fast button for close engagements. Does not gatling into itself and does not continue into 5AA when holding 4, which makes mashing out of pressure somewhat difficult. Pretty long whiff recovery for a jab.
- 5AA
Lifts the opponent slightly off the ground. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.
- 5AAA
Mostly a combo tool. At midscreen, it is your most consistent ground launch for combos, making it a BnB staple. On block, use 5B instead as this can whiff on crouchers and at farther range. If they do block it, you have access to a simple high/low cancel between Guillotine and the new sweep cancel.
Completing the auto-combo adds Guillotine Axe AGuardHighStartup23Recovery20Advantage-7 > Challenge Authority CGuardAllStartup4+(60 Flash)+14RecoveryTotal 121Advantage-25. Shabrys can easily use Asterius to combo out of her autocombo to get extra burst and meter while still getting decent damage and good okizeme.
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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160 | Low | 7 | 2 | 14 | -3 | Foot |
- Fastest low.
- Does not gatling into itself or 5A.
Your most common low for mixups. Along with 5A, 2A is Shabrys's fastest normal at 7f. Similar to 5A, it does not cancel into itself, making mashing fairly committal. That said, CH 2A links into another 2A or 5A, which gives much better reward when mashing out.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 50 | 2 |
5B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | All | 13 | 2 | 21 | -8 | Body |
- Slow but important, damaging neutral tool.
- CH punish starter.
The start-up is a little slow for a poke and it isn't fast enough to contend with something top-notch like Mitsuru 5A. Still, threatening with 5B is an integral part of Shabrys's neutral, as the space it covers and the potential damage with Asterius discourages opponents from simply holding forward on the ground. Unlike many other 5Bs, it is not Chest attribute, so it cannot be universally low-profiled.
Also a common CH punish starter, getting an easy 3k damage and a setup with proper Bull usage.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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800 | Air Unblockable | 20 | 4 | 25 | -12 | Body | 7~23 Head |
- Jump cancellable on hit and block.
- Slower but potentially more painful CH punish starter.
Very slow to start and recover but covers a huge amount of space above her, including behind Shabrys. Used in combos to launch opponents or in neutral as a risky, if extremely potent anti-air attack.
At neutral, the slow startup is usually compensated by the Bull blocking an opponent's aerial attack, which gets them stuck in hitstop and holds them in place for a juicy CH. CH 2B is her second best starter, only rivaled by a Fatal Counter 2CGuardAllStartup85Recovery47 [35]Advantage-.
This normal can also be used to punish moves with long recovery at certain spacings.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 4 |
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200 | High | 9 | 4 | 12 | Head |
- fastest air button
- on regular block, j.A j.2B is a blockstring while j.A j.B is not; on IB, neither are gapless
A quick jump attack with relatively limited range and damage but as it is your fastest air button, it is used for many things: fast combo extensions, mixup starters, air-to-airs.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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600 | High | 15 | 4 | 14 | Head |
- Iconic giant air button for space coverage.
- Goes active behind Shabrys first and takes time for the move to go active in front of her
j.B is a huge attack with a hitbox that hits all around Shabrys, which combine with air options to create ambiguous left/rights constantly. Since j.B can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach.
Beware the slow startup especially when covering space in front of Shabrys, a player's over-reliance on j.B is easily countered with preemptive or fast anti-airs.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
j.BB and j.2B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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j.BB | 800 | All | 13 | 6 | 22 | Body | ||
j.2B | 800 | High | 13 | 4 | 25 | Head |
The two moves share the same animation but have very different use cases and the game considers them separate for SMP purposes.
- j.BB
Exclusively restricted to corner combos, as the landing recovery and momentum stop make it impossible to use for most other situations. However, this button alone makes corner combos very painful and the wallbounces buy plenty of time to setup Bull for an extension or a knockdown.
- j.2B
j.2B performs j.BB as a standalone move, giving Shabrys the big hitbox and wallbounce without the landing recovery or the momentum change. Has a ton of use in various combos, most prominently for midscreen corner carry. At neutral, it is a strong air-to-air tool due to j.2B's enormous horizontal hitbox and relatively small hurtbox.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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j.BB | 200 | 100 | 100 | 4 | ||||||||||||||||||||||||||||||||||||
j.2B | 200 | 100 | 500 | 4 |
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300 | High | 27 | 3 | 31 | -17 | Body | 10~27 Guard Strike |
Default system overhead. Not particularly useful, as it is very unsafe on block and Shabrys already has a grounded overhead that plays better on hit and block.
The other main use of AoA would be to autoguard against your opponent's defensive mash but Shabrys's DP is usually more suitable for the purpose.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1000 | 10000 | 5 |
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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1000 | Low | 15 | 3 | 20 | -6 | Foot | 4~17 Chest |
- Slow, long-range low.
- Better proration starter than 2A.
- Chest invulnerable, like most sweeps.
Fairly negative on block on its own. Like most sweeps, cancels are restricted to DP, special, or super but Shabrys also has a puppet to cover or confirm off it. Now low-profiles chest-attribute attacks such as Narukami's 5B and Mitsuru's 5A, making it an important counter-poke.
Sweep and 2A are Shabrys's only low-hitting moves. Due to the higher startup, use sweep to feint a GuillotineGuardHighStartup23Recovery20Advantage-7 overhead. Reward off sweep is significantly better than off 2A.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 4 |
Persona Normal Attacks
All of Asterius' normals are cancellable on hit and block to his specials and supers. The startup and recovery for pretty much all of his moves are pretty significant. Thus, whiffing an Asterius move creates a big window where Shabrys is uncoupled, solo and has to wait for Bull to be ready. Much of the key to succeeding with Shabrys is learning how to time inputs around each other and maximising their collective uptime.
Since Persona moves take so many frames, there won't be frame data charts made for them. Suffice to say, they take a lot of time to start and a lot of time to recover.
Knuckle Train
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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1600/1800/2000 [1600] | All | 65/77/89 [45] | 6 | 87 [30] | 13 hitstop + 28 blockstun | Body |
- Wallbounces on hit.
- Can be charged to delay the attack and increase its damage.
- Staple pressure extender and combo ender.
- Bracketed value is for start-up during Titanomachia.
A horizontal punch that is a mainstay of Shabrys offense. It follows easily in regular grounded pressure and is one of her most flexible combo enders, giving the most breadth in terms of potential okizeme.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 500 | 50 | 5 |
- [] values are during Titanomachia
- // values are for first level of charge and second level of charge
- Fatal Counter
Hammer Uppercut
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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2000 | All | 85 | 8 | 47 [35] | Body | 13 hitstop + 28 blockstun |
- Tracks the opponent.
- Asterius will be interrupted if Shadow Labrys is put into blockstun on frames 1-27 of start-up and within a short window after Asterius reemerges.
- Mid-combo, this gives Shabrys the most flexibility for followups or setups, making it her best combo extender.
- Bracketed value is for the Titanomachia variant.
The homing feature, significant blockstun, and difficulty to predict makes this a perilous move for the opponent to contest. The threat of the attack forces most characters to quickly stop their offense to dodge or block it. An opponent that disrespects it eats a 2000 damage Fatal Counter, which is easily her best combo starter. Understanding and accounting for how an opponent deals with 2C is a cornerstone of Shabrys neutral play.
Many opponents lament how inconsistent it is to interrupt and reset 2C, and the deal is that blockstop interrupts Asterius and not blockstun. In other words, the act of putting Shabrys in blockstun is what interrupts the move and not blockstun itself. Characters who don't have accessible multihit moves will generally have a much harder time to reset Asterius.
In combos, 2C's hit behaviour, hitstun, and good Bull recovery all give the player the full breadth of Shabrys setups to choose from. From here, the player is free to chose which side they want to finish the combo and manipulate the following okizeme setup as they please, which is a flexibility not afforded off other routes. In advanced combos, it is also one of the consistent meterless branches into and out of TitanomachiaGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 500 | 50 | 5 |
- [] values are during Titanomachia
- Fatal Counter
Terra's Eruption
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200×5 | All | 42 | 8×4,4 | 60 [27] | 4 hitstop + 14 blockstun | Projectile |
- Anti-air space coverage
- Fastest startup for a Bull normal make it an important combo extender for stray hits
- To input it at neutral without jumping, one can hide the input behind a low-risk move like 2A or backdash
A good preemptive anti-air barrier that whiffs on grounded opponents. Just like other Bull normals, it easily cancels into specials for further pressure.
8C's fast startup makes it the easiest way to extend random hits. The extended recovery however means it usually leads to less optimal okizeme setups.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 500 | 50 | 3 |
- [] values are during Titanomachia
Cliff of Creta
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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- Does the same move regardless of any direction of D, regardless if Shabrys is grounded or airborne.
- Necessary to avoid random breaks or breaks from stronger moves.
- Asterius already absorbs non-beam projectiles if they are too weak to break him; guarding however helps to make this intentional.
- Held and toggled block has different behaviour with followup inputs.
- Blocking keeps Asterius locked into position until he stops.
Since he's always on-screen, activating Asterius's guard keeps him safe and helps you avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows just fine, and any move that pass the 400 damage threshold.
Generally Asterius absorbs projectiles, so a single-hit projectile that connects on Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. If a character relies on projectiles for pressure, this can create gaps in their offense for you to take advantage. Certain beam moves like Rise's D buttons or Adachi's 5D will ignore it and still continue past Asterius.
Pressing D once (or toggling) will force Asterius to block for a short window, after which Asterius will remain blocking but followup commands using C or D will activate Asterius. Thus system options like rolls, hops, Furious Actions, and throws can all trigger Asterius to attack. Holding D, on the other hand, will keep Asterius in guard no matter what else is pressed. Choose or mix a style that suits you best.
For newer players, a common introduction to this concept is this portion of Shabrys's autocombo BnB: 5AAA > hop (2A+C) > j.2B. It requires D to be held or tapped around the hop input, otherwise Asterius will attempt to 2CGuardAllStartup85Recovery47 [35]Advantage- during this sequence, which will leave Asterius in recovery and unable to finish the combo.
Additionally, blocking holds Asterius's location, even if he is off-screen while Shabrys is free to move. This can create opportunities to fire a Bull move from off-screen to surprise your opponent.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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Universal Mechanics
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 1100 | Throw | 5 | 3 | 25 | Throw |
- Can combo after with Asterius or OMC/OMB.
Low damage for a throw but can convert into a combo meterless with Asterius or by using either a One More! Cancel or One More! Burst.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1000, 100 | 50 | 0, 4 |
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 1500 | Throw | 4 | 3 | 19 | Throw |
- Only has followups in the corner.
If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1200, 100 | 50 | 0, 4 |
5th Gen Axe Slash
B+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 15 | 4 | 42 | -24 | Body | 1~18 Guard All |
- Autoguard DP with very short hitstop on startup
- Not usually good on wakeup, but is fantastic to interrupt pressure
- Combining DP with Asterius for followup is one of many unfair scenarios your opponent can't easily contest
Unlike most DPs and like her sister character, Shabrys has an autoguard DP. Unlike Labrys's however, anything it guards suffers a much shorter hitstop. Still, most characters have easy ways to "safejump" it, by mashing jab or doing a short airdash string on your wakeup and reacting with their own DP. However, her DP really shines in regular block pressure, where it is much harder for the opponent to consistently tag the startup and react quickly.
Among many unfair things about Shabrys, one can time Asterius to keep your DP attempts safe and create / maintain offense from it. Specifically, having DP covered by Asterius is really good at winning neutral scrambles or stuffing a defender mashing during your pressure, while still being plus on block if they respected it. On your own defense, most Bull moves are too slow to help but one can combine DP and SB Massive SlaughterGuardThrowStartup63Recovery56Advantage- with some effectiveness and it doubles as a natural DP~Throw Tech option select.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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1000 | 100 | 50 | 4 |
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0 | All | 19 | 4 | 25 | -12 | Body | 1~21 Guard All |
Slow, as Guard Cancel Assaults are known to be, but it is one option of escaping pressure at the cost of 50 meter. Shares the same animation as Shadow Labrys's 5AAA and retains 5AAA's slight backward hitbox, so it can catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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1000 | 100 | 50 | 4 |
Skill Attacks
Guillotine Axe
214A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 1200 | High | 23 | 12 | 20 | -7 | Body | |
214B | 1800 | High | 30 | 12 | 20 | 0 | Body | |
214AB | 1200 | High | 23 | 12 | 20 | 0 | Body |
- Grounded overhead.
- Techable ground bounce on hit.
- Unlike Labrys, does not have the first hit, it goes straight to the overhead.
All Versions have significant startup since it lacks the first hit Labrys has. This means firing this overhead requires some conditioning or a prior Asterius move to cover the startup, otherwise it is quite easy to fuzzy mash or fuzzy DP it.
- 214A
- Fastest startup.
- The mixup version.
Generally the go-to version for mixups. Any Asterius move can be used to confirm this but 214CGuardAllStartup60Recovery60Advantage- is usually the easiest to use, requiring little manual timing. Without Asterius, Shabrys needs either a Fatal Counter or meter to get proper followup.
A little minus on block on its own, but should not usually matter with Asterius to cover.
- 214B
- Slowest startup but 0 on block.
- The combo version for optimal routing.
Pretty exclusively used for max damage confirms using some combination of TitanomachiaGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage-, OMB or Fatal Counter. Has no easy way to combo into or out of it otherwise and is significantly more reactable in mixups.
- 214A+B
- As fast as the A version and as safe as the B version.
- Special cancellable.
The most self-sufficient version, having fast startup and better safety on block. The ground bounce and the recovery allows Shabrys to link 2A solo after this in the corner.
While this version is special cancellable, Shabrys has limited options from here: cancel to more Guillotines (which is used for some optimal combos) or cancel to Chain Knuckle which, for now, has no practical application.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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214A | 500 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 500 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214AB | 500 | 100 | 50 | 5 |
Chain Knuckle
236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236A | 500 | All | 15 | 8 | 20~27 | -2~-9 | Chest | |
236B | 500 | All | 18 | 13 | 20~32 | -2~-14 | Chest | |
236AB | 500 | All | 15 | 8 | 17~29 | +1~-11 | Chest | 7~(End of Active) P |
- A single shot horizontal space coverage tool at neutral.
- SB version has brief projectile invulnerability.
- Significant whiff recovery; on whiff it forces the longest recovery possible.
- Specific use tool for combos, occasionally.
- Shabrys's only move with Chest property.
Unlike Labrys's Chain Knuckle, Shabrys has no follow-up attacks from this. Much like the rest of the character, it requires a well-timed and -placed Asterius move to convert or make pressure off it. Useful to harass opponents on the ground without giving up positioning.
Recovery is determined by how far her knuckle travels: the longer it extends, the longer it takes to recover. This makes it a fine combo or pressure tool, but makes it terrible to whiff at neutral. Charts reflect the highest recovery possible. It is the only move Shabrys has with Chest property.
- 236A
- Fast startup.
- Reaches about half-screen.
- Occasional corner combo tool.
The default fast version, generally the speed is used to quickly check your opponent at half-screen. Can be used to extend combos in the corner, but requires help from Asterius to keep it going.
- 236B
- Slower startup.
- Reaches about 3/4ths of the screen.
- Wallbounces in the corner for a combo.
A combo extender for corner confirms that can be used solo and doesn't require meter. It does, however, need an airborne sweepGuardLowStartup15Recovery20Advantage-6 hit, which is a fairly specific condition. At neutral, it is even worse on whiff but reaches just about full screen.
- 236A+B
- Fast startup and good recovery
- Wallbounces midscreen.
- Most accessible combo extender for solo Shabrys.
- Some projectile invulnerability allows Shabrys to more directly contest some zoning.
Buffed with 2.5, any sweepGuardLowStartup15Recovery20Advantage-6 hit into SB Chain Knuckle now wallbounces midscreen, which she can chase after to keep comboing. This allows her to get a long solo combo, for times you are Persona broken or you had committed Asterius to something else just when you got a hit.
Has projectile invulnerability starting at F7 up through its active frames. In practice, a very far hit at neutral, especially on grounded opponents, does not usually give a confirm on its own, which reduces some of its effectiveness. Asterius can patch this hole as always, but he must be primed well ahead of time and used in anticipation of your opponent's neutral pattern, rather than on reaction.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | 300 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236AB | 500 | 100 | 50 | 5 |
236A:
- Shadow Labrys immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff recovery is 31F
236B:
- Shadow Labrys immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff recovery is 36F
236AB:
- Shadow Labrys immediately enters recovery on hit/block
- Recovery increases with how long it takes for opponent to get hit/block the attack
- On whiff recovery is 33F
Guillotine Aerial
j.214A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.214A | 400, 200 [600/800] | All, High, [All] | 12 | 2(4)Until L,[6] | 34 | -13/-6 | Head [Projectile] | |
j.214B | 600, 300 [600/800] | All, High, [All] | 17 | 3(6)Until L,[6] | 40 | -19/-12 | Head [Projectile] | |
j.214AB | 500, 250 [1000] | All, High, [All] | 15 | 2(4)Until L,[6] | 35 | -7 | Head [Projectile] |
- Default air juggle ender.
- 3rd hit is a techable ground bounce.
- Combine the meterless variants with Asterius to end combos and setup okizeme.
- Use meter or airturn to create a knockdown solo.
- Bracketed values are for the last 'shockwave' hit created on landing, with the second value for 'buffed' Aerials which occur if Shabrys performs the Aerial high enough.
- Can be used in mixups, adding one last overhead before landing in an airdash string or TK'ed directly from the ground.
Staple air special for combo extensions and enders. Meterless variants do not usually knockdown by themselves and must be combined with Asterius to finish the combo.
Some routes allow you to "cheat" by using airturn. When backwards and far enough away, Shabrys only connects with the first hit of Aerial, which causes them to fall slowly to a regular knockdown. Otherwise, if situations still don't permit it, Shabrys can use meter for SB Aerial to secure the knockdown.
The last, third hit is a shockwave that is created when Shabrys lands on the ground. If Aerial is performed high enough, then on landing, the shockwave gets buffed with more damage and blockstun.
Only the second, falling hit must be blocked high which can be used to make an ambiguous mixup. Aerials stop your momentum, so one can use it for a surprise overhead at the end of an airdash string or simply TK it from the ground. However, Aerials at low height are minus enough on block to get severely punished by most characters -- one must have Asterius for cover or use meter to OMC for safety.
- j.214A
- Fast, staple combo ender.
- Carries momentum slightly
Fastest start-up of all versions and most frequently used to end combos, as j.AGuardHighStartup9Recovery12Advantage- j.214A still works even with significant decay. This version also keeps your forward or backward momentum which can apply for certain midscreen routes or advanced Titanomachia routes.
- j.214B
- Slow, slightly more damage.
- Usually preferred for extending combos rather than ending them.
- Does not carry momentum, making it slightly more finicky to use
Mostly used as a combo extender, since the higher damage is better used earlier in the combo and the longer move duration helps stall time for Asterius to reach you. In the corner, ending with either A or B version is roughly interchangable.
- j.214A+B
- The only version that knocks down on its own.
Knocks down without Asterius at the expense of meter. Virtually unchanged from Arena, muscle memory for setups from that version mostly still work from this ender.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.214A | 200, [0] | 300, [100] | 50 | 3 [5] | ||||||||||||||||||||||||||||||||||||
j.214B | 200, [0] | 300, [100] | 50 | 3, [5] | ||||||||||||||||||||||||||||||||||||
j.214AB | 200, [0] | 300, [100] | 50 | 3, [5] |
j.214A:
- Values in [ ] refer to the quake attack
- After an unspecified amount of time quake does more damage and stun
j.214B:
- Values in [ ] refer to the quake attack
- After an unspecified amount of time quake does more damage and stun
j.214AB:
- Values in [ ] refer to the quake attack
Persona Skill Attacks
The same rules apply here as with Persona normals: Asterius has automatic guard against anything less than 400 damage and is interrupted if Shabrys blocks. However, these restrictions are temporarily overridden during a Persona SB skill or Titanomachia. For the duration, Asterius can only be interrupted by a super or by hitting Shabrys herself.
Since Shabrys is independent, inputting SB Persona skills naked will come at the cost of Shabrys attempting a throw. Ideally, players should employ some manual and mental dexterity to hide the input behind something else. The safest options are quick jabs or backdash, but one can hide the input behind anything else to maximise uptime.
Buffalo Hammer
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | 2000 | All | 60 | 6 | 60 | Body | ||
214D | 2000 | All | 72 | 6 | 84 | Body | ||
214CD | 1000×2 | All | 72 | 6(21)6 | 84 | Body | ||
214C Titanomachia | 2000 | All | 66 | 6 | 41 | Body |
- Temporarily increases Asterius's armor to 600 damage for the duration.
- Asterius 'stands' and raises his fists very high, increasing his hurtbox upwards and deceptively covering a lot of vertical space on the slam.
- Creates a shockwave on the ground when Asterius slams his fists down.
- Fatal CH starter.
A situational tool in some matchups, as Asterius's armor is increased to 600 damage during Hammer. Generally it means opponents have to commit to a less safe button to interrupt Asterius, which is then easier for Shabrys to snipe and punish. Specific applications need to be assessed on a character-by-character basis.
As Asterius rears back, his hurtbox increases significantly, going slightly past jump height. The combined height and armor can create a better wall for Shabrys to advance behind. Subsequently, the slam hits anything at jump height in front of Asterius, which will usually catch some opponents off guard.
If the slam whiffs when Asterius slams his fists on the ground, it makes a fullscreen blockable shockwave that hits low. If in position, Shabrys can follow this with a combo.
- 214C
- Fastest to start, lowest damage, shortest distance travelled
- KD on hit, ground bounce on CH.
- Easiest combo ender to learn, where 5CGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun requires more precision to work
- Default version to use for combo finishers or to followup A GuillotineGuardHighStartup23Recovery20Advantage-7
Baby Shabrys players's first meterless knockdown tool. Most prominently, this is the easiest way to finish confirms involving 8CGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun especially midscreen. Setups from a Hammer knockdown are relatively limited since Asterius is in recovery but one can still get a simple left/right j.BGuardHighStartup15Recovery14Advantage- safejump from this -- the screenshake can help obscure your jump direction.
For the A Guillotine followup, you are taking advantage of the added hitstop rather than the full hit effect -- you want to time Shabrys's followup after the fists hit, but before the opponent hits the ground.
- 214D
- Slower to start, better damage, farther range travelled.
- KD on hit, ground bounce on CH.
- Default version for neutral engagements.
Extremely good reach, Asterius's slam reaches opponents past half-screen away. Combined with the better armor, it can make a solid space creation tool for the space in front of Shabrys. The combined range and jump height active box can really take some opponents by surprise, as it is an unlikely space for Shabrys to usually cover.
In theory you can prime this version for the same use cases as the C version, but it's simply less suitable for it. For mixups, priming it early might give the play away. For combo enders, the added recovery plays worse for followup okizeme and subsequent pressure.
- 214C+D
- Identical startup and recovery to the D version.
- Bull slams the ground twice.
- Ground bounces on hit, instead of just knockdown.
- Used mostly because it is an SB Persona move and can help win neutral on its own for the next few seconds.
Reaches as far as D version but moves forward and slams one more time. The ground bounce makes it much easier to followup at range than the meterless variants.
Pretty exclusively used at neutral to stack the odds in your favour. For only 25%, Asterius being impervious to anything but supers and persisting on block is an entirely overwhelming advantage that even Shabrys's worst matchups have to respect. If you can sneak the input out, it can really help take the wind out of your opponents sails, grind any momentum they had at neutral to a halt and buy back a turn.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214D | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214CD | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214C Titanomachia | 0 | 1000 | 50 | 5 |
214C:
- Fatal Counter
214D:
- Fatal Counter
214CD:
- Fatal Counter
Flame of Hades
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 200, 100×2, 1000 | All | 77 | 5×3(11)30 | Total 179 | Projectile | ||
236D | 200, 100×5, 1000 | All | 101 | 5×6(11)26 | Total 167 | Projectile | ||
236CD | 200, 100×5, 1000 | All | 101 | 5×6(11)26 | Total 167 | Projectile |
- Default okizeme and pressure tool.
- Fullscreen reach makes it a fine way to create space at neutral.
- Slow startup usually means Shabrys has to enforce or defend to get it off at neutral.
Asterius shoots a beam that covers the entire bottom of the screen, ending with a flame explosion at the tip, at full screen distance.
Used very extensively on offense and can be used plenty at neutral with the right calls.
- 236C
- Fastest startup, longest recovery.
- Fewest hits on the laser.
- The more neutral-friendly version.
Has some use at neutral for its speed. Still, this laser is still pretty slow. It is somewhat debatable if the added speed is a very big advantage over its counterpart. Moreover, Asterius takes a long time to recover which hinders pressure and confirms from this play, to some degree.
- 236D
- Slow startup, fast recovery.
- Most hits on the laser.
- The pressure/okizeme version.
- Leads to very easy corner high/low okizeme.
Generally the more useful version. This laser has more hits on the initial beam and locks them down longer. The coverage is long enough that Shabrys can jump and go for a classic airdash high/land low mixup. Asterius then recovers quick enough to prime another move to extend the confirm or pressure from there.
In the corner, a 5CGuardAllStartup65/77/89 [45]Recovery87 [30]Advantage13 hitstop + 28 blockstun knockdown into an immediate 236D leads to a very easy safejump that automatically covers both immediate and late tech and leads to the same high/low mixup.
- 236C+D
- Frame-data is identical to D laser.
- Much like SB HammerGuardAllStartup60Recovery60Advantage-, is used mostly at neutral for its properties as an SB Bull move that can't be interrupted easily.
- Because of its range, opponents have to respect this even from fullscreen.
Completely identical to the D laser other than the SB properties.
Like SB Hammer, a Persona move that persists through block is an absurd advantage. For only 25% meter, opponents have to use a lot of resources to contest Asterius (this means super OMC -- 100% meter use vs. your 25%), have a read and hit Shabrys outright, or give Shabrys the initiative for the next few seconds. In most cases, players can use this to buy better positioning or resource advantage and at best, players get a free turn.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236D | 300 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236CD | 300 | 500 | 50 | 5 |
Massive Slaughter
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
[4]6C | 0, 800, 400×4 | Throw | 63 | 8 | 56 | Throw | ||
[4]6D | 0, 800, 400×4 | Throw | 81 | 8 | 56 | Throw | ||
[4]6CD | 0, 800, 400×4 | Throw | 45 | 8 | 56 | Throw | ||
[4]6C Titanomachia | 0, 800, 400×4 | Throw | 63 | 8 | 56 | Throw |
- The infamous Bite command grab
- Bite okizeme is much more strict to setup and enforce, unlike say, 236D okizemeGuardAllStartup77RecoveryTotal 179Advantage-.
- Robust routing in 2.5 lets Shabrys feint either slow or fast grab with very little difference to tell them apart.
- Bites have no audio-visual cue on startup, which players can use to surprise opponents at neutral.
The most unique offense available to Shabrys, as no other character in the game can layer a grounded command grab on top of a regular strike that is unblockable due to jump startup. Yes, that means if your opponent is in the crosshairs facing this down, they are taking damage either way or pressing something invulnerable to challenge it.
More details will follow in other pages, but generally Bite okizeme is more knowledge and execution-intensive, demanding greater precision from the player to pilot. That said, 2.5 Shabrys is her most robust version for setting up Bites, having identical combo / setup options that can punish both early or late tech, both midscreen or in the corner.
Unlike other Asterius moves, Bites have no sound or screenshake to signal its startup which make it a solid surprise play at neutral or pressure, if the Bull is positioned for it.
- [4]6C
- Medium startup.
- Short travel distance.
- Slight blind spot next to Asterius.
- Inflicts Poison on hit.
Usually the default Bite to learn to use, since this can be used easily to punish immediate techs. This is also generally the easiest to use on block, having a relatively quick time to fire.
Poison makes this the most damaging version to use, usually doing somewhere in the window of ~500 extra damage that is unaffected by Awakening.
- [4]6D
- Longest startup.
- Farthest travel distance.
- Significant blind spot next to Asterius.
- Inflicts Silence/Mute on hit.
The easiest Bite to time for late techs. However, the significant blind spot requires specific combo routing to make it work in the corner.
Notably, the far distance it travels make it the best Bite to use for surprise off-screen shenanigans or for neutral engagements.
- [4]6C+D
- Fastest startup, of both all Bites and of all of Asterius's moves in general.
- Inflicts Fear on hit.
- Travel distance / blind spot seem similar to C version.
Startup is so fast that it's not typically usable for regular okizeme. It is easier to use in block pressure where you can hide the throw input behind a button.
Also, it is fast enough to combine with defensive system options like DP or Roll to keep Shabrys safe or force the opponent to change their punish to account for this move.
Fear also gives Shabrys access to a classic Fear strike/throw the way Adachi or Liz can. Note that Shabrys can combo off a Fatal throw solo anywhere on screen.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[4]6C | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6D | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6CD | 0 | 1600, 100 | 50 | 0, 5×5 | ||||||||||||||||||||||||||||||||||||
[4]6C Titanomachia | 0 | 1600, 100 | 50 | 0, 5×5 |
[4]6C:
- Inflicts Poison on hit for 360F
[4]6D:
- Inflicts Mute on hit for 360F
[4]6CD:
- Inflicts Fear on hit for 360F
Public Execution
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
[2]8C | 0, 1200, 600 | Throw | 63 | 6 | 107 | Throw | Persona 22~41 All Persona 102~131 All | |
[2]8D | 0, 1200, 600×2 | Throw | 83 | 8 | 102 | Throw | Persona 22~61 All Persona 127~156 All | |
[2]8CD | 0, 1200, 600×3 | Throw | 51 | 7 | 93 | Throw | Persona 22~31 All Persona 91~120 All | |
[2]8C Titanomachia | 0, 1200, 1500 | Throw | 39 | 6 | 79 | Throw | Persona 15~17 All Persona 77~78 All |
- At neutral, a preemptive, somewhat specific anti-air command grab.
- In combos, an important tool to link multiple Brutal ImpactGuardAllStartup25+(34 Flash)+5Recovery62Advantage-49 supers.
- Unlike 2CGuardAllStartup85Recovery47 [35]Advantage-, if Shabrys is hit or blocking while Asterius is underground, he will be interrupted.
At neutral, the bite covers a small part of the screen, with relatively long startup and none of the magic that 2C has. All in all, it makes a very specific, preemptive call-out tool. However, once active, it is completely air unblockable. If opponents are in that part of the air, they have to evade it or get caught.
Additionally, the long catch time and the wallbounce at the end of the grab means Shabrys can get massive corner push by manipulating the screen as this move resolves. Altogther, getting the corner for a successful gamble at neutral is a good deal.
While it is possible to combo into it, the charge time, awkward input, and the terrible proration restrict options heavily. The most prominent use case is after Brutal Impact, using this to combo into a second Brutal Impact.
- [2]8C
- Medium startup.
- shortest distance travelled from the Bull's initial position.
- fewest hits, opponent keeps same side.
Probably the least utility version currently. The limited range it covers and that it is easily interruptible make it very weak at neutral. Meanwhile, the short catch time on hit means it doesn't buy enough time to charge a Brutal Impact.
At the moment, its best use is the very specific, finicky and probably impractical air unblockable setup off a blocked 8CGuardAllStartup42Recovery60 [27]Advantage4 hitstop + 14 blockstun.
- [2]8D
- Slowest startup.
- Bull travels farther forward before reappearing.
- Hits 4 times, opponent switches sides.
The larger range makes it much easier to use at neutral, as it grabs people out of jumps where Shabrys doesn't threaten otherwise.
With Awakening, this is an excellent corner combo tool, as it creates combo extensions from both TitanomachiaGuardStartupRecoveryTotal 4+(135 Flash)+23Advantage- and Brutal Impact into a second Brutal Impact for explosive, unburstable damage.
- [2]8C+D
- The reason Shabrys has a hard time using the fuzzy jump~throw tech defensive option select.
- Fastest startup.
- Same distance travelled as D version.
- Hits 5 times, opponent keeps same side.
The fast startup and enhanced range makes it a bit easier to use for neutral callouts. That said, it is more often seen because Shabrys tried to fuzzy jump.
Theoretically has combo applications but currently other routes are superior for damage or meter efficiency.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[2]8C | 0 | 1600, 100 | 50 | 0, 5×2 | ||||||||||||||||||||||||||||||||||||
[2]8D | 0 | 1600, 100 | 50 | 0, 5×3 | ||||||||||||||||||||||||||||||||||||
[2]8CD | 0 | 1600, 100 | 50 | 0, 5×4 | ||||||||||||||||||||||||||||||||||||
[2]8C Titanomachia | 0 | 1600, 100 | 50 | 0, 5×2 |
SP Skill Attacks
Challenge Authority
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236C | 2400 | All | 4+(60 Flash)+14 | 6 | Total 121 | -25 | Body | 1~23 All Persona 1~End All |
236236D | 2600 | All | 4+(60 Flash)+14 | 6 | Total 115 | -19 | Body | 1~23 All Persona 1~End All |
236236CD | 2600 | All | 4+(60 Flash)+14 | 6 | Total 115 | -4 | Body | 1~23 All Persona 1~End All |
Asterius swings his fist and delivers a giant punch to the screen. Has deceptively large range and does a good amount of damage with a significant amount of invuln. Unlike in the original Arena, both Shadow Labrys and Asterius are invuln to supers. The attack starts from Asterius's position, not Shadow Labrys, making it useful for punishing and/or sniping an opponent. Cannot be One More! Cancelled or One More! Bursted, so if blocked, expect to be punished heavily. When done in the air, Shadow Labrys jumps forward slightly and can cross-up opponents.
- 236236C
Fastest start-up but highly negative on block. Best used at the end of combos to add damage when the super will kill or as a punish.
- 236236D
Very slow start-up, slightly higher damage than the C version, and slightly less recovery. Much safer on block than the C version. Somewhat less useful at the end of combos than in Arena due to the addition of SB supers, but the D version's start-up and increased invuln allow it to counter certain supers, as well as make certain routes Burst-safe.
- 236236CD
Has the C version's start-up and D's recovery, does the most damage, and floats the opponent on hit allowing for combo extensions and much better set-ups after the super. Links to Brutal Impact A for an unburstable kill combo or the float can be used to continue into an air combo; Challenge Authority SB is even comboable into itself for a round-ender. A very strong super with plenty of applications. Preferable to the C version when the super won't kill due to the SB version providing a stronger safejump and better set-up options with Asterius.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236C | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236D | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 600 | 500 | 50 | 5 |
236236C:
- Opponent experiences 0F hitstop on hit/counter hit
- Minimum damage 720
236236D:
- Opponent experiences 0F hitstop on hit/counter hit
- Air version has total duration 133
- Minimum damage 780
236236CD:
- Opponent experiences 45F hitstop on hit/counter hit
- Air version has total duration 133
- Minimum damage 780
Awakened SP Skill Attacks
Brutal Impact
214214A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214A | 2500 | All | 25+(34 Flash)+5 | 6 | 62 | -49 | Body | 1~35 Guard All |
214214B | 3500 | All | (127~235)+(44 Flash)+5 | 6 | 88 | -75 | Body | 1~(136~244) Guard All |
214214AB | 5000 | All | (157~265)+(44 Flash)+25 | 6 | 88 | -75 | Body | 1-191 Guard All |
- All versions of Brutal Impact are Fatal Recovery.
- No cancel options are available for any version of Brutal Impact, making its utility as a reversal limited.
- Due to where the axe hits an opponent, Brutal Impact loses to moves with significant chest invuln, such as Narukami's Swift Strike C.
- While Brutal Impact cannot be cancelled, combo routes in and out of the move exist.
- Brutal Impact is the only super available to Shadow Labrys when persona-broken.
- Minumum damage, per variant: A 900; B 1,350; SB 1,800.
Screen-crossing axe swipe. Has it's major use as a combo ender for big damage, otherwise used as an expensive reversal. Notable for its use in 100 SP Titanomachia combos, which can deal high amounts of damage very easily.
The fastest version of Brutal Impact at 30f, but has the lowest minimum damage. Hits in front of Shadow Labrys and travels roughly a third of the stage. Can be used as high-risk, high-reward reversal, though the risk is significant, as an opponent can easily OMC after hitting the autoguard, leaving Shadow Labrys extremely vulnerable. It's possible (and safer) to combo into Brutal Impact A even while persona broken to end a round. Used in certain kill combos and can be added during Titanomachia after certain confirms for extra damage.
Brutal Impact B is much slower than Brutal Impact A but much more damaging. The attack can be delayed by holding the B button, extending the time before the attack becomes active and its autoguard. Unlike Brutal Impact A, this version travels the entire screen. Used in almost every Titanomachia sequence due to its hefty minimum damage and appears in Public Execution juggles, but it has no use outside of combos.
SB Brutal Impact is the slowest of the Brutal Impact series, but sports the highest minimum damage and a different post-flash start-up time. Like the B variant, the SB version travels full-screen and can be delayed by holding A+B. Used in some Titanomachia combos and Public Execution juggles.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214A | 100 | 1000 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214B | 100 | 1000 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214AB | 100 | 1000 | 50 | 5 |
214214A:
- Fatal Recovery
- Minimum damage 750
214214B:
- Fatal Recovery
- Hold button to delay attack, can only delay attack in 12F intervals
- Minimum damage 1050
214214AB:
- Fatal Recovery
- Hold button to delay attack, can only delay attack in 12F intervals
- Minimum damage 1500
Titanomachia
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | Total 4+(135 Flash)+23 | 4~4 All | ||||||
214214CD | Total 4+(167 Flash)+15 | 1~4 All | ||||||
214214C End | 3000 | All | 1+(60 Flash)+19 | 2 | Projectile |
Shabrys's Awakening super, and one of the strongest single moves in the entire game. Useful for just about anything from neutral to mixups, and a great comeback tool. Devastating in combos.
Upon activation, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks during the superfreeze. Following these three attacks, Asterius will cover the whole screen in a barrage of flames colloquially called "Hellflames". Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge 5C, 2C, 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D). Each of Asterius's moves has a Titanomachia-specific variant. During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shadow Labrys enters blockstun.
An absolutely devastating super due to its damage potential (particularly when combined with Brutal Impact), allowing Shadow Labrys to kill opponents without allowing them to reach Awakening, and any successful activation places the opponent in a high-pressure situation in which an incorrect guess often means death. Bursting Titanomachia is often certain death, since it is likely that once you Burst, you'll either get caught by Asterius or Shabrys and have your combo proration reset. Hellflames in particular does massive damage raw, so you might just need to take the hit if Asterius or Shabrys clips you.
It is possible for an opponent to end Titanomachia early in various ways, many of which are discussed in the Strategy section.
Titanomachia C: Once the super is activated, Asterius begins the attack sequence from his current position, independent of Shadow Labrys herself.
Titanomachia D: Before performing the first attack, Asterius teleports behind the opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze.
Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but Shadow Labrys's recovery is greatly reduced, making it more difficult for opponents to punish the activation while creating new mix-up and combo opportunities. Additionally, SB Titanomachia is invuln until the superflash, whereas the C and D versions have no invuln frames, so an opponent cannot counter-hit Shadow Labrys before the flash.
After executing all commands input during Titanomachia's activation, Asterius ends the super with a full-screen fire attack. These "Hellflames" have a second superfreeze that focuses on Asterius; the attack is released 19 frames after the freeze. On hit, the finisher launches the opponent to the top of the screen and forces an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher.
It's also possible to force a last-moment cross-up by passing through or jumping over an opponent -- the attack must be blocked relative to Shadow Labrys's position, not Asterius's, so an opponent will be hit if they do not block the cross-up correctly. All versions of Titanomachia share the same finisher. Unless the combo is heavily prorated, the untechable time on Hellflames allows for combos to continue.
- Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
- The screen darkens (similar to Shadow Frenzy) while Titanomachia is active.
- At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at one, signifying the finisher.
- If activated in the air, landing recovery is added; air activation no longer cancels ground recovery time.
- If Titanomachia is interrupted, Shadow Labrys loses a Persona card.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214C | ||||||||||||||||||||||||||||||||||||||||
214214CD | ||||||||||||||||||||||||||||||||||||||||
214214C End | 1000 | 1000 | 50 | 5 |
214214C:
- Air version has 11F landing recovery
214214CD:
- Air version has duration 4+(167 Flash)+8+11L
214214C End:
- Minimum damage 900
Instant Kill
Labyrinthos Gate
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
222AB | Total 13+(60 Flash)+6 | 1~End All | ||||||
222AB Attack | K.O. | Throw | 37 | 2 | 29 | Throw | 29~38 All |
Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags the opponent down to hell before leaving Asterius to finish them off.
The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers (such as Adachi's D vorpal blade, or Marie's shutupihateyoustupidjerk) but no longer match-practical. While the start up is invul on the activation, there is no invul on the grab portion.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
222AB | ||||||||||||||||||||||||||||||||||||||||
222AB Attack | 0 |
Colors
Color 10
Mu-12Color 11
Jam KuradoberiColor 15
MarieColor 28
Yukiko Amagi
- P4U2R Shadow Labrys Persona color 1.png
Color 1
- P4U2R Shadow Labrys Persona color 2.png
Color 2
- P4U2R Shadow Labrys Persona color 3.png
Color 3
- P4U2R Shadow Labrys Persona color 4.png
Color 4
- P4U2R Shadow Labrys Persona color 5.png
Color 5
- P4U2R Shadow Labrys Persona color 6.png
Color 6
- P4U2R Shadow Labrys Persona color 7.png
Color 7
- P4U2R Shadow Labrys Persona color 8.png
Color 8
- P4U2R Shadow Labrys Persona color 9.png
Color 9
- P4U2R Shadow Labrys Persona color 10.png
Color 10
- P4U2R Shadow Labrys Persona color 11.png
Color 11
- P4U2R Shadow Labrys Persona color 12.png
Color 12
- P4U2R Shadow Labrys Persona color 13.png
Color 13
- P4U2R Shadow Labrys Persona color 14.png
Color 14
- P4U2R Shadow Labrys Persona color 15.png
Color 15
- P4U2R Shadow Labrys Persona color 16.png
Color 16
- P4U2R Shadow Labrys Persona color 17.png
Color 17
- P4U2R Shadow Labrys Persona color 18.png
Color 18
- P4U2R Shadow Labrys Persona color 19.png
Color 19
- P4U2R Shadow Labrys Persona color 20.png
Color 20
- P4U2R Shadow Labrys Persona color 21.png
Color 21
- P4U2R Shadow Labrys Persona color 22.png
Color 22
- P4U2R Shadow Labrys Persona color 23.png
Color 23
- P4U2R Shadow Labrys Persona color 24.png
Color 24
- P4U2R Shadow Labrys Persona color 25.png
Color 25
- P4U2R Shadow Labrys Persona color 26.png
Color 26
- P4U2R Shadow Labrys Persona color 27.png
Color 27
- P4U2R Shadow Labrys Persona color 28.png
Color 28
- P4U2R Shadow Labrys Persona color 30.png
Color 30
- P4U2R Shadow Labrys Persona color 31.png
Color 31
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data