The Raging Bull of Destruction - Shadow Labrys Thread

Overview

Shadow Labrys is probably the most unique character out of the P4U cast, the main reason being that her persona, Asterius, acts like a second character, constantly out on the field.

Your persona will follow you around the screen, teleporting to your side if you stray too far from it. She is able to perform persona attacks at any time except during block and hitstun, and calling the persona to do an attack doesn’t make her go into a casting startup pose like other characters do when they call their personas.

Playing Shadow Labrys will require you to manage two characters on the screen at once, though it is easier to manage than similar characters like Carl from BlazBlue and Eddie from Guilty Gear. The main challenge is the neutral game, making sure not to get persona broken when attacking and defending and learning how to use the persona’s unique D move, which allows it to go into a blocking stance. The other challenge is discovering the timings to her ambiguous vortex setups, which can be a fun process but will require practice and experimentation.

Her persona’s attacks are typically very slow and while some of them have some super armor properties, it’s not that easy to rush down with her. Her gameplay will typically involve calling her persona while shielding it from being damaged until the attack executes, calling it in the middle of blockstrings to allow you to continue pressure, and landing knockdowns and setting up a persona attack for some ambigious/unblockable mixups. You’ll also need to ensure that the persona is protected because if it gets broken, Shadow Labrys without her persona is fairly limited as a character.

Movelist

Format is (optional move name) - motion - damage

Normals

5A - 190

  • a horizontal swipe with the axe
  • comes out in 7 frames and the range is not that great
  • jump cancellable

2A - 152

  • she attacks with the end shaft of the axe, though it has poor range (smaller than 5A) but more hitstun than 5A, allowing to combo into 5B
  • also comes out in 7 frames
  • unfortunately can’t rapidfire into itself or 5A
  • low attack
  • faster recovery than 5A

5B - 950

  • a horizontal swipe with the axe, acting as a good ranged poke
  • can only chain combo from 2A,not 5A unless counterhit
  • fatal counter

2B - 760

  • a slow anti-air attack with upperbody invincibility
  • can be comboed into from fatalcounter 5B and counterhit 5A/2A
  • has good recovery
  • launches the opponent in the air and is jump cancellable on hit
  • fatal counter
  • air unblockable

2AB - 950

  • a horizontal slice at the legs that makes her move forward a little after executing it
  • hits low and knocks down
  • not cancellable

jA (Air only) - 190

  • a diagonally downwards kick that comes out quick
  • works well in combos but is fairly overshadowed by her jB when it comes to air to ground and pre-emptive air to airs
  • jump cancellable

jB (Air only) - 570

  • a circular slash with the axe that comes out slow but hits all around her
  • this is probably her best normal attack by far, having a large hitbox all around her that acts as a great crossup
  • you can also use it pre-emptively as an air to air, and cancel any hits into a double jump combo
  • jump cancellable

B after jB (Air only) - 334(if done after jB, I don’t think you can hit with it by itself)

  • this is a followup move to her jB, performing a long range horizontal strike in the air, keeping her suspended in the exact position she was when she started the move
  • wall bounces, making it useful in corner combos for the extra hitstun
  • this move can only be done if your jB hits or is blocked, it will not come out on whiff
  • has no practical use outside of combos
  • jump cancellable

Persona Attacks

Knuckle Train - 5C (Air and Ground) - 1900

  • the persona winds up and delivers a horizontal punch, reaching a fairly large distance but coming out slow
  • hitting the opponent with this move causes them to get knocked down and slide along the floor for about a full screen length. It can be hard to chase them down to combo aftwards, unless you positioned Labrys in the way of the opponent so they slide into your sprite

Terra’s Eruption - 2C (Air and Ground) - 5 hits doing total of 1423

  • the persona creates a chain of fire, forming between it’s horns, that hits 5 times
  • works very well as a pre-emptive anti-air and gives you lots of time to run forward and confirm into an air combo if it hits
  • this move can be crouched under, so using it to make some of your attacks safe won’t necessarily save you from everything, especially if they’re crouching right in front of you

Hammer Uppercut - 8C (Air and Ground) - 1900

  • the persona burrows underground, then performs a rising uppercut attack from beneath the opponent, launching them high into the air
  • the persona will appear based on where the opponent was when this attack was input. If the opponent moves from that spot, this move will appear from under the opponent’s old position

Cliff of Creta - Any direction + D (Air and Ground)

  • this is the persona’s blocking move, which can be input and held whether you’re running, jumping, in blockstun, in the middle of a non-persona attack…any position except being in hitstun or if the persona is in the middle of executing another attack
  • there are certain attacks that get completely absorbed/nullified by this move and will shield Labrys herself if she’s standing behind the persona (such as Chie’s meteors), but other attacks such as Elizabeth’s disruptor, will pass through the persona’s block state

Special Moves

Guillotine Axe - qcb+A or B - first hit 285, second hit by itself only 1520(A), 2280(B)

  • she winds up and smashes the ground hard with her axe, doing 2 hits
  • the second hit is an overhead and does huge damage if it hits by itself. For an overhead, the move comes out decently fast, and the first hit (which isn’t an overhead) is quite fast
  • qcb+B version is slower than qcb+A but does more damage (760 damage more on the last hit)

Guillotine Aerial - qcb+A or B (Air only) - 3 hits doing total of 798(A), 1083(B)

  • Labrys drops vertically downwards with her axe. The move can do 3 hits, the first one hitting relatively quickly, the second one “grabbing” the opponent and pulling them down to the ground, where the third hit occurs
  • qcb+B does more damage than the A version but comes out slower
  • this is your main combo ender after an air combo, causing a knockdown and giving enough time to call your persona and set up a mixup on their wakeup
  • overhead on the first hit

Flames of Hades - qcf+C or D - 7 hits doing total of 1615, last hit is 950 unscaled

  • her persona breathes in and then emits a laser diagonally from it’s mouth into the ground. The laser itself does a few hits (about 6) and on the last hit, erupts into a flame, launching the opponent into the air
  • the fact that it has a very long startup makes it impossible to use on reaction to anything, and against a number of characters it’s probably asking to get the persona hit if you’re using it up close
  • where this move shines is for some ambigious left/right mixups off of knockdowns, which can lead to some good easy to confirm combos, as well as giving you frame advantage on block to attempt some high/low mixups

Buffalo Hammer - qcb+C or D - full screen shock is 285, physical part is 1520© and 2280(D)

  • her persona raises both fists into the air and slams the ground
  • the attack has two parts - first the fists come down and hit the opponent physically, doing a lot of damage. The second part is a full screen shockwave that hits low but does very low damage (only 285)
  • i can’t notice any difference between the qcb+C and qcb+D versions except the physical part of qcb+D version does much more damage (2280 compared to 1520)

Massive Slaughter - charge back forward + C or D - 2280

  • the persona burrows slightly underground, waits, then lunges forward, swallowing the opponent, then spitting them into the air
  • this is a unblockable grab move
  • C version travels about half screen distance and starts up faster, D version travels about 2/3 screen distance but starts up slower
  • it is possible to continue the combo after they are launched into the air, though it requires some practice. Preferably, you want to learn the timing for hitting the opponent with 2B just as they get spit out, then continuing into an air combo
  • the persona seems to have some invincibility while he is lurking underground, though the lunge forward that tries to eat you isn’t invincible

EX Moves

Guillotine Axe - qcb+AB - first hit 285, second hit alone is 1900

  • overhead on the second hit only
  • completely untechable in the air and ground if it hits by itself, allowing OTGs afterwards
  • it is possible to cancel this move on either hit into either R-action or another Guillotine Axe (including another EX version)

Guillotine Aerial - qcb+AB (Air only) - all 3 hits doing a total of 940

  • can’t find a reason to use this move at all

Buffalo Hammer - qcb+CD - full screen shock is 285, physical part is 1900

  • the physical contact of this move does more damage then the regular A version but less than the B version. The full screen earthquake effect does the same measly damage of 285
  • if the physical part of this move connects, they can’t tech in the air, so it’s easy to followup with a combo from 2B
  • this move has full super armor until it completes

Flames of Hades - qcf+CD - 7 hits doing total of 1615, last hit of it is 950 unscaled

  • has slightly longer startup than the regular version but has full super armor

Massive Slaughter - charge back forward + CD - 2280

  • comes out faster than the regular version but has shorter range, traveling about a third screen length
  • has full super armor

Supers

Challenge Authority - qcfx2+C or D - 2280©, 2470(D)

  • the persona winds up and performs knuckle punch to the screen. The location of the punch is dependent on the location of the persona at the time of doing this move, but the hitbox is still reasonably big
  • this move has very good invincibility, all the way until after the punch has occurred. Unfortunately, it has long recovery, the persona is in recovery and can’t be used to save you, and this move cannot be OMCed to safety at any point
  • C version comes out faster than D but does less damage

Awakening Supers

Brutal Impact - qcbx2+A or B - 2850(A), 4275(B)

  • Shadow Labrys performs a heavy swing with her axe, doing high damage and having super armor the entire way through, though having terrible recovery if blocked
  • the B version can be delayed further by holding down B
  • the A version comes out somewhat quickly (though not fast enough to combo from normals), while the B version takes a very long time to come out (about 2 seconds if not held, up to 4 seconds if held)
  • the persona attacks, with the exception of the qcfx2+C/D super, can be input at any point during this attack, making the qcbx2+A extremely hard to punish if you hit 5C immediately after inputting the super

Titanomachia - qcbx2+C or D (Air and ground) - the full screen finisher does 3230

  • during the initial flash of the super, the player can input up to a maximum of 3 persona attacks. The combination of these attacks can’t have more than one of the same attack (so for instance, 2C, 8C, qcb+C is valid while 2C, 8C, 2C is invalid)
  • after inputting those moves, your persona will execute them in that order with full super armor(except to supers) and once they are complete, he will perform a full screen attack that launches the opponent into the air on hit and can be followed up with a combo
  • qcbx2+C will make your persona start attacking from where you’re standing, while qcbx2+D will make him teleport behind the opponent and start hit attacks from there
  • the recovery on the initial activation of this move is not instant and she can be hit out of it. If she is hit at any point after the activation, the persona will not perform the rest of the autoguard moves and the finisher

**Instant Kill **

Labyrinthos Gate - 222+AB to activate, then 222+AB to perform the instant kill

  • the instant kill is a delayed grab and can only be done while entering the instant kill mode
  • the instant kill mode has a timer and the grab can be input an infinite amount of times until the time runs out for the mode

5th Gen Axe Slash (R-Action) - BD - 855

  • Shadow Labrys performs a baseball-swing with her axe, having full super armor the whole way through, coming out fairly quickly though not as fast as R-actions like Yu and Mitsuru’s
  • the attack has very good horizontal range and some vertical range, though the move itself doesn’t really rise into the air
  • it is punishable on block, though you can somewhat save yourself by using a persona attack or cancelling the move on block into a super
  • wallbounces on counterhit and can be followed up with a combo

Combos

Notations:
j = jump
sj = superjump
dj = doublejump
AoA = all out attack
OMC = one more cancel
CH = counterhit
FC = fatal counter

Your main goal when comboing with Shadow Labrys is to try to end your combos with knockdowns, typically your air qcb+A/B. These will give your persona enough time to perform an attack and for you to set your vortex up. Ending in a 2AB sweep also gives you some vortex options.

Keep in mind you can add on an optional qcfx2+C super to every listed combo ending in air qcb+A/B. It will do about 720 damage more but will not give you an opportunity to set up any mixups afterwards.

Anywhere

  1. 5AAAA - 1154

This is her autocombo and it’s one of the most important combos for SLab, not just because of the meter gain and burst gauge increase, but also because it ends in a knockdown and sets up vortex mixups afterwards. She will be using her autocombo more than other characters do.

Keep in mind also that the range of the autocombo isn’t that great. If your initial 5A lands from reasonably far away, you usually won’t be able to connect with the 4th A that results in the knockdown. You will need to decide whether to cancel the 2nd A into qcb+A for the knockdown and sacrifice the meter gain on the third A, or to get the meter instead.

You can input a 5th A optionally to perform the qcfx2+C super. The damage is typically not worth it, since you won’t get a vortex situation afterwards but if it will kill the opponent, then go for it.

  1. 2A, 5B, 2AB or 2A, 5B, qcb+A

This is a low damage combo but there aren’t many options from a non-counterhit 2A. In this combo, the 2AB will hit from pretty much any range, and will set up some ambiguous mixups afterwards. If the 2A lands from very close, you can instead perform the combo 2A, 5B, qcb+A which will give different kinds of mixup options afterwards.

  1. R-action(CH), 5A, j(A, qcb+A) - 1313

This combo does low damage but sets up some vortex opportunities with the knockdown.

  1. R-action(CH), hit 8C at the end of R-action recovery, 5A, j(A, qcb+A), 8C hits, qcb+B - 1962

This does much more damage than the other variations and has interesting followups afterwards, which will be mentioned in the vortex section.

  1. 5A(CH), 2B, jB, dj(A, qcb+B), 2C, jB, dj(A, qcbA) - 2065

This is a pretty basic combo you can go into from a counterhit 5A. You will be using this combo often to punish Mitsuru’s R-action before she touches the ground, as well as punishing certain moves on block that can only be punished by counterhit 5A or 2A.

  1. 5C, 2B, jB, dj(A, qcb+B) - 2771
  2. 5C, 2B, jB, dj(B, qcb+B) - 2885

This is the combo you want to do off of a landed 5C and Shadow Labrys has many setups to land it. The version that uses djA is pretty easy to do, while the one with djB will be techable if you just barely mistime it. It does more damage but is probably not worth attempting. It is possible to extend this combo further by doing 2C, jqcb+B but the opponent will be able to tech out earlier and your persona will still be in recovery, while the above 2 versions will give you great positioning afterwards to continue your vortex.

  1. 5B(FC), 2B, jB, dj(B, qcb+B), 2C, jB, dj(B, qcb+B) - 3154

This is a basic fatal counter combo used to punish moves with long recoveries, such as blocked r-actions and blocked/rolled supers and instant kills. Make sure that for all of your jumps and double jumps, you are jumping forward or the combo won’t work.

  1. 5B(FC), run up 5AA, run up 5AA, 2B, sj(B, qcb+B), 2C, jB, dj(A, qcb+A) - 2698

This fatal counter combo is one you’d use when you land a 5B fatal counter while not expecting to do so and being unable to hit confirm to 2B. Instead, you’d dash up and do 5AA(two hits of the autocombo), wait, then 5AA (again, two hits of the autocombo). You must do atleast two 5AA’s though, because the 2B won’t combo after the first one. Also keep in mind, this combo is very heavy on hitstun deterioration - it is possible to still supercancel at the very end into qcfx2+C but the timing is much stricter.

  1. charge back f+C or D or CD, 2B, jB, dj(A, qcb+A) - 2803

This is probably going to be your best combo off of a command grab and it’s important to learn it in order to continue the vortex. It’s hard to time the 2B to hit low to the ground (to make it easier to followup with the rest of the combo). When the persona grabs the opponent, you will hear a series of munching sounds. Hitting 2B at the third munch, will time it just right.

  1. 8C, qcb+B - 2584

It’s pretty hard to follow after an 8C because they get launched up so high and they can drop down pretty quick. Since qcb+B is a very meaty attack, you can throw it out early (like near the beginning of the opponent’s descent back to the ground) and it will combo for respectable damage.

  1. 2C(CH), 2B, jB, dj(A, qcb+B), 2C, jB, dj(A, qcb+A) - 3296

This combo does pretty good damage and I feel like many times, players will land 2C counterhit and not fully capitalize on it. Typically if you go straight into jB after 2C, your persona doesn’t have enough time to recover and do another 2C by the time you end your first air qcb+B. If you instead do 2B, it gives your persona enough time to recover and position itself near you for the second 2C.

The 2B should be timed the moment the flames start disappearing (after the last hit of the 2C connects). Hard to explain but if you play around with it in practice mode, the timing to land 2B at a low height will become obvious.

  1. 5C(the attack must hit so that the opponent is punched towards your sprite), wait a bit after it hits, 5AAAA, press 5C as early as you can between those 5A’s, 5C hits - 2967
  2. 5C(the attack must hit so that the opponent is punched towards your sprite), wait a bit after it hits, 5AAAA, press 5C as early as you can between those 5A’s, 5C hits, qcbx2+A - 3867

This combo does marginally more damage than some other alternative after 5C hits. The nice thing about it is the autocombo building the extra meter. In addition, if you want to add a super at the end, you can use the more damaging qcbx2+A rather than qcfx2+C - it also doesn’t count as a supercancel since you’re just linking it after the second 5C hits and its extremely easy to do.

  1. R-action(CH), qcbx2+C, (input 2C, 5C), run in 5A, 5B, 2C hit, sj(B, qcb+A), land and supercancel qcbx2+B and hold B, 5C hits, titanomachia finisher hits, release B as opponent is falling - 4507-4566

This is a fairly basic Titanomachia combo and is pretty easy to do as opposed to some other ones. Release the B button when the opponent is descending and their sprite has reached the center of the screen.

  1. (Persona broken) 5B(FC), 2B, jB, dj(B, qcb+B), supercancel qcbx2+A - 3186

This is a useful combo to do if you’re awakened, persona broken and you land a fatal counter. The situation is exactly not that uncommon - you could have performed a vortex setup when you had one card left and they did an R-action that broke the persona but whiffed you entirely. Since you’re persona broken, you can only supercancel to qcbx2+A. It does more damage than qcfx2+C but qcbx2+A only combos on fatal counter and only after one launch.

  1. Guard Cancel, 2C, jB, dj(A, qcb+A) - 771

Yep, she can combo after her guard cancel. The damage is low but it builds a little meter and more importantly, results in a hard knockdown to begin the vortex. The timing to land the 2C is pretty strict…you need to be hitting 2C immediately after you hit the buttons to guard cancel.

Corner

  1. 5AAA, 2C(must be input at or right before the third A), sj(B, B, qcb+B) - 1677

This combo makes use of the first 3 hits of the autocombo (for the meter and burst gauge gain) and does a bit more damage while setting up a vortex from close up with air qcb+B rather than the 4th hit of the autocombo which sets it up far away.

  1. 5B(FC), 2B, sj(B, B, qcb+B), 2C, j(B, B), dj(A, qcb+B) - 3300

Pretty straightforward fatal counter combo in the corner. There’s probably better ones but this one seems maximized off of 2C.

  1. input 5C, qcb+A, 5C connects, 2B, j(B, B), dj(qcb+B), 2C, j(B, B), dj(qcb+B) - 2857

  2. input 5C, qcb+B, 5C connects, 2B, j(B, B), dj(qcb+B), 2C, j(B, B), dj(qcb+B) - 3617

  3. 5C, wait a bit after it hits, 5AAAA, press 5C as early as you can between those 5A’s, 5C hits - 2967

  4. 5C, wait a bit after it hits, 5AAAA, press 5C as early as you can between those 5A’s, 5C hits, qcbx2+A - 3867

Same as the midscreen combo except the opponent doesn’t need to get punched into your sprite but can be punched into the corner.

  1. charge back f+C/D, wait until 4th hit of the move appears, j(B, B), dj(B, B, qcb+B) - 3037

This is a more damaging combo after the command grab. It can be hard to time at first without practicing it, but the key to the combo is having your first jB hit above the opponent’s sprite, so that everything afterwards can juggle properly. Also keep in mind, this combo has a lot of hitstun deterioration so the opponent will be able to recover quickly…you’ll have to compensate by inputting your next persona attack mixup earlier.

Vortex Setups

Shadow Labrys has many different setups from many different starters. The way I’ve decided to organize this is by move starter. While there are some options that work after multiple different starters, they all have their own timings, as well as their own different variations from the same starter that changes the way the opponent needs to block it.

Autocombo AAAA

1A) Land an autocombo AAAA, input qcf+C just before/after the last A begins executing, IAD into jB

The intention of this setup is for the laser to hit at the same time that the IAD jB will crossup. If you want the laser to hit just after your IAD crosses up, then you’d input the qcf+C just after you input the 4th A in the autocombo. The qcf+C should be input when the 4th A is starting to come out. If you want the laser to hit just before, you’d input the 4th A as qcf+AC and after you have seen that the 3rd hit has connected.

Depending on how you time the crossup, many R-actions will end up coming out the wrong way. The persona is safe in this setup because he is firing the laser from a distance where R-actions aren’t going to hit. Against some characters, this mixup is risky because they might have attacks that hit from behind, such as Kanji and Mitsuru. In this case, it is recommended to IAD into an airturned airblock instead.

This setup can be jumped out of if you are trying to do the crossup. If they keep trying to jump, you can input your qcf+C even earlier in the combo so that it hits during their jump vulnerability frames.

If the opponent blocks this correctly, they’ll be forced into blockstun, giving you a chance to apply some high/low mixups. Use 2A, AoA, qcb+A/B or crossup jB. Also keep in mind that there is a gap between the last hit of the laser and the explosion. During this gap, they can mash out a reversal, but at the same time, that gap also gives you an opportunity to crossup by rolling through them just as the explosion occurs.

2A) Land an autocombo AAAA, input qcf+C just before/after the last A begins executing, IAD jA -> jB

This particular setup is similar to the one above except the IAD jA will hit in the front, while the jB afterwards will hit from behind. While this air chain doesn’t combo, even the slightest alteration in the timing of the IAD and how the jA hits, will affect whether the laser crosses up or not (because the jA does a slight amount of pushback, which affects how far you need to travel in the IAD to switch sides). If the laser is performed late enough, it can combo after the jA and before the jB makes contact.

3A) Land an autocombo AAAA, input qcf+C just before/after the last A begins executing, IAD airturn and airblock

Use this to block any reversals that might come out as you switch sides on the opponent. It is especially good against R-actions that hit from behind, such as Kanji’s and Mitsuru’s. When players are aware of this airblocking setup, it will deter them from mashing R-actions. This setup will not work against Teddie’s R-action, since it is unblockable and hits behind him.

4A) Land an autocombo AAAA, input qcf+C just before/after the last A begins executing, superjump and immediately air turn into forward airdash

SLab’s backwards airdash travels shorter and drops down faster than her forward one. In this particular setup, you are airturning and then airdashing in the forward direction, resulting in performing a backdash while moving forward.

It’s necessary here because with a forward airdash, will go way past the opponent and won’t look ambigious. The backdash on the other hand, will drop down behind them at an arc just as the laser connects. This setup also allows you to airblock whatever they reversal with.

5A) Land an autocombo AAAA, input qcf+C just before/after the last A begins executing, run up 5A into IAD airturn into airblock

The purpose of the 5A before the jump cancel IAD is to lock down the opponent and take just enough time for your persona to charge up the laser. Your IAD will switch sides with the opponent at the same time that the laser makes contact. It’s very difficult to read this particular setup and you can mix it up with other things, like cancelling the 5A into qcb+A, 2AB, AoA or jump cancel to airblock to punish reversals.

Keep in mind that if the laser hits after you IAD over them, you need to make your character run into the opponent’s sprite, to push them into the final hit of the laser. Otherwise, the last hit will miss. This only happens if the laser is started far away from the opponent.

The risk in this setup is the opponent waking up with an R-action or super against your 5A, so you should train them first to be afraid of doing that by using other setups that bait and punish them.

2AB

Many of the setups that are used from a throw can be used after 2AB. The main issue is that not all of the setups will work depending on how close/far you land your 2AB.

1C) During recovery from 2AB, press 5C, immediately qcb+A/B or 2AB or nothing after recovering from your 2AB

This isn’t really a vortex setup but it’s an option you have after landing pretty much any move. The goal is to hit with your mixup attack as a meaty right before the 5C connects, in which case you can combo afterwards if you’re in/near the corner. Can be countered on reaction so mix your options here with just blocking instead (while still throwing out the 5C for blockstun).

jqcb+A/B

1D) Land an air qcb+A/B, input qcf+C close to the end of the descent of air qcb+A/B, run up 5A, jc IAD into airturn and airblock

For this setup, the qcf+C should be input sometime near the end of the descent of the air qcb+A/B. Refer to setup 5A) off an autocombo, for the details regarding this setup. You don’t need to run into the opponent’s sprite after crossing up, to get the last hit of the laser to connect.

2D) Land an air qcb+A/B, input qcf+C close to the end of the descent of air qcb+A/B, run forward and jump over their sprite, optionally backwards airdash

For this setup, the idea is to make it obvious that you are going for a crossup, but then after you’ve switched sides, you can input a backwards airdash to switch sides again before the laser hits. What makes this setup great to use with the laser and not the 5C is that even if you backdash in the direction opposite of where the laser is hitting, you still have more than enough time to run forward and combo after it. With 5C, they get dragged along the ground pretty quickly and you can’t catch up to it unless you’re close to the corner already.

3D) Land an air qcb+A/B, cancel last hit to qcbx2+D(input no extra moves), either immediately roll or walk back a slight bit before rolling

The purpose of this setup is to time the roll just as the full screen finisher of the super comes out, making it ambiguous. Whether you roll immediately or you roll a bit before walking backwards, it’s still going to crossup. The backwards walk makes it seem a bit more ambiguous, but the walk should be done for only a few frames and not after the superflash of the full screen super comes out. If done properly, the setup cannot be countered by any R-actions except Teddie’s.

4D) Land an air qcb+A/B, cancel last hit to qcbx2+D(input no extra moves), walk forward/backward slightly(or don’t walk at all) and roll immediately AFTER the super flash

In this setup, if you walked back slightly, it will not crossup but otherwise, it will crossup. This setup is much more ambigious because during the super flash, the screen freezes and the opponent sees that you haven’t rolled, and yet if you roll right after the flash, you will switch sides just before the super hits. This setup can be punished by some R-actions, such as Yu’s, Mitsuru’s, Aegis’ and Teddie’s. If they’ve caught on, you can just block instead of roll.

5D) Land an air qcb+A/B(and charge back while executing it), enter charge back f+C command grab the moment Labrys touches the ground, walk up and do instant jA right after the opponent ground techs

This is one nasty setup - it is unblockable and only a few characters can escape it reliably. The way it works is that the command grab becomes active if the opponent immediately techs or never techs. It will grab them unless the opponent jumps away. The jA, if done right, will hit them out of the jump startup vulnerability frames, leading to an air combo that does pretty low damage (about 1K) but leads to the same unblockable setup. If timed properly, the grab can’t be backdashed or rolled and most R-actions and reversal supers will get eaten or will come out but not hit you.

When doing the jA, hit B once and hold forward (in the direction of your jump) in case the jA connects, so you can go into a j(A, B), dj(A, qcb+B) combo. If they reversal, your jB won’t come out and you will be able to block whatever reversal comes out. In terms of R-actions, the only ones to look out for in this setup are Mitsuru’s (obviously), Kanji’s, Teddie’s and Yukiko’s, for the reason that Teddie’s is unblockable and if you aren’t blocking like stated above, Mitsuru, Kanji and Yukiko will hit you from behind. The rest will not connect.

The counter R-actions(Naoto, Chie and Yosuke) won’t hit you because the jA only makes contact with the opponent if they jump and not if they are grounded…their counters will activate when the command grab connects, but you will be up and over their heads by the time the counter can hit you. You should be able to land before the counter attack has recovered and punish.

Also keep in mind that some reversal supers can hit you out of this setup or be used as an escape. Akihiko can use Maziodyne to escape the setup, though he can be punished severely after you airblock it unless he OMCs it. Yosuke’s Garudyne can hit you out of the jA. Some characters can use certain EX moves with invincibility to escape the setup, such as Naoto’s EX dash. See the character specific matchup section for details.

6D) Input qcf+C immediately after inputting your air qcb+A/B finisher, roll when you recover from the air qcb+A/B (or do nothing)

This setup simply allows you to roll through the opponent and have the laser hit as you switch sides. The timing is pretty straightforward but the setup is still quite effective. In the corner, just block and let the laser come out, it will lock them down for some time, allowing for a better mixup than if you used 5C.

7D) Land an air qcb+A/B, qcf+D exactly when you touch the ground, jB, land and roll through immediately for a crossup (or instead 2B or qcb+A or throw or block or some other option)

In this setup, you do one crossup with jB and if that connects, you go straight into a combo. If it gets blocked, you can immediately roll and have the laser come out just as you switch sides, resulting in a second crossup.

8D) (Corner only) End your combo with sj(B, B, slight delay, qcb+B), making opponent land behind you, hit 5C when you land and jump over them with airturn airblock

This setup allows you to perform a midscreen crossup mixup from a corner combo. If you use the combo of 5AAA, 2C, sj forward(B, B, qcb+B), the opponent will land behind, allowing you to then do an easy 5C crossup. You can do it from other kinds of combos but requires you to delay the air qcb+B. Will require practice mode to get down the timing.

Throw

1E. Throw, hit 5C just when the “hit” portion of the throw registers or just after it, normal jump forward immediately after (hold upforward as the throw finishes) and airturn while air blocking

The purpose of this setup is to have the 5C punch connect just before/after you switch sides. The jump itself should be done immediately upon recovering from the throw - it is the timing of the 5C button press that determines if a crossup will occur. If you hit it exactly when Labrys hits the opponent when they are on the ground, then the setup will look like it will crossup but won’t. If you hit it just slightly after (like maybe a frame or few afterwards), the setup will look practically the same but will crossup.

You should be airblocking during this setup to block any R-actions and reversal supers. In many cases they will go the wrong way. The opponent has a very small window to input anything and there’s a good chance that if they are inputting something that isn’t an R-action, their inputs will get reversed. This setup can’t be jumped out of, mashed through with normals, or counterthrown. There are only two things (to my knowledge) you need to watch out for - Yosuke’s Sukukaja (assuming he can execute it, which will avoid the setup and put you in a pressure situation) and Teddy’s R-action, which is unblockable and hits from behind.

When the 5C hits, the opponent should slide along the floor and into your sprite, allowing you to combo easily into 2B without chasing after them.

Neutral

1F. 5A(optional), jump back IAD forward j2C and jB

In this particular setup,you’ll need to jump back before airdashing forward, or your jB will always whiff. It’s kind of hard to do quickly and reliably so some practice will be needed. You want to input your 2C during the beginning part of your IAD, then hit jB quickly afterwards. The idea is that your jB hits as a quick crossup started from close to the opponent and the 2C hits afterwards, allowing you to continue the combo. This setup is started from neutral and doesn’t require a knockdown, nor does it require you to charge up a persona attack since 2C comes out fast. An example of the setup is at 7:37 of this video: www.youtube.com/watch?v=4O86VRh1ZoA

Continues onto my third post, which is the 5th post in this thread

Sad to see so little interest from others for shadow labrys :frowning:

She’s a lot of fun and I’m doing well with her. Any matchups that she has a particularly tough time with?

I recently decided to sub her, and may switch her to my main. She’s so much fun! As far as bad matchups go, it seems anyone with good rush down can give her trouble since she is rather slow and has to find openings to really get things started. Mitsuru can be a problem; but who doesn’t have a bad matchup against her?

Gameplay

Shadow Labrys Specific Mechanics

SLab’s mechanics are very different than other character’s, so this section deals with those specifics.

  • Her persona is constantly on the field and can be attacked at any time. It has superarmor against all hits that do 400 damage or less. Any move that does more than this amount of damage per hit, will result in the persona losing a persona card, disappearing and reappearing beside you in roughly 1 second.

  • If Shadow Labrys herself is hit while the persona is not doing any particular move, the persona will disappear and reappear in about 2 seconds. In this situation, it doesn’t lose a card. If Shadow Labrys is hit while the persona is performing an attack, then even if the move doesn’t hit the persona, the persona will lose a persona card.

  • If the persona is in the middle of performing an attack that isn’t an EX move and Shadow Labrys blocks an attack, it will stop what it’s doing, disappear and reappear in front of you instantly.

  • When the persona disappears, you not only won’t be able to use your persona attacks until it returns, but you also won’t be able to burst. Because of this, bursting while you have about 10% health left, isn’t such a good idea since you will die before your persona returns, so you might have to consider using your bursts in earlier combos or using gold burst.

  • The persona’s D move can block any attack including unblockable attacks like Teddie’s Circus Bear super.

  • She is able to perform a persona attack in the middle of a normal attack, special move, non-persona super(qcbx2+A/B), system mechanic (roll, hop, all out attack, r-action), walk, dash, airdash and jump. She can’t perform any persona attacks while she is being hit, and the only persona move she can do when blocking is the D block. Persona attacks can’t be cancelled into other ones

When being pressured

Shadow Labrys has relatively limited options when being pressured, and whatever options she has can get countered if the opponent’s reactions are good enough.

Her R-action can be used to counter a number of things in front of her and a little bit above her but not directly above her since its more of a horizontal reversal rather than a vertical one. It has super armor for the entire duration until it finishes executing, and can also avoid throws. Unfortunately, while you’re going to be hitting many people with this move, it won’t work so well against better players. Since the move has super armor, hitting it slows it down. This will let them block in time if they’re using fast rapidfire normals with good recovery such as Yosuke’s. They can cancel their normals to R-action to beat yours. If players have committed to special moves that are punishable by her R-action, they can also OMC to safety and punish you.

If your R-action gets blocked, you can cancel it to qcfx2+C, or qcbx2+A if you’re in awakening. The cancel shouldn’t be done right away but instead, delayed to when the opponent tries to punish you. qcfx2+C has good invincibility, but if it gets blocked, you can be heavily punished and there’s no way to save yourself. qcbx2+A on the other hand, does more damage and can be made much safer. Read below on the section of how to use it.

Guard cancel has a similar problem. It is slow and has superarmor during most of the move but is vulnerable near the end. Players can extend their normal cancel strings and then cancel to R-action if they see a guard cancel come out. To make best use of guard cancel, you want to attempt it during special move that can’t be cancelled (or not as easily), though you can’t just do it on a persona attack like Chie’s 5DD since their character is free to move and can roll/jump/counter the guard cancel.

In the end, against competent players that have the reactions, you will need to ensure they don’t get close enough to start pressuring and if they do, you will need to make sure your blocking ability is top notch. Block, be patient, be precise in when you use your R-action and guard cancels and don’t just throw them out at the first opportunity. Be aware of the meter they have because if they don’t have meter to OMC, you can counter certain moves on reaction without worries (like Yu players cancelling normals to qcb+A).

Neutral Game

It’s difficult to talk about the neutral game since it can be so different depending on which character you’re fighting against, so this will be kept general. Check the character specific matchup sections for more details.

jB is going to be an attack that you’ll be using often. Aside from it being the jump attack of choice for pressure, it can be used pre-emptively as a shield by vertically jumping with it. The hitbox is large and will often counterhit the opponent out of the air, where you can followup with a jA aircombo or a 5AAAA autocombo.

2C is a very good pre-emptive anti-air that can shut down a number of character options, especially ones that use a lot of jumps or IADs. The thing to take into consideration is if the opponent has any long range, hard hitting moves (that do over 400 damage per hit), as well as moves that can slide low to the ground. Such moves, like Mitsuru charge back f+P, Yu’s qcb+C and 5B, will easily take a persona card if you whiff 2C when they’re on the ground.

2B is a slow anti-air that has invincibility frames and leads to a fatal counter combo if it counterhits. It’s typically the anti-air to attempt on reaction against jumps and airdashes but you need to watch out for certain jump attacks that are slow and keep the character suspended (or even elevated) in the air. These attacks, like Akihiko’s jC, Kanji’s jC, will likely counterhit you out of your 2B. The 2B can also be used to counter certain moves on reaction, such as Kanji’s qcb+A/B airtackle and Yu’s qcb+A/B overhead slash.

For ground pokes, you will probably be using 5B. It has a fatal counter property that can be confirmed into good damage. While it has good range, there are a few characters with superior pokes that will give you big problems, such as Yu’s 5B and Teddie’s 5B. You’ll need to out footsie them by forcing whiffs or reading them correctly with your R-action or jumping over them.

Against characters that have trouble getting in and lack really good far reaching pokes, you can use the qcf+C laser without much risk of getting hit out of it. It forces the opponent to try to get around it (and thus occupy a certain portion of the screen that you are ready to attack). It can also lock them down, so you can start your own pressure.

Against zoners like Yukiko, Elizabeth and some others that are deploying zoning tactics, you can use 8C to disrupt their zoning since they need to change their position to get out of the way. You don’t want to use the regular laser because if their zoning tools touch the persona or you (even if you block it), the attack will be disrupted, so you should instead make use of the EX laser, qcf+CD. It’s super armor will eat all the zoning attacks and eventually fire the laser that will disrupt their zoning and allow to gain a better positioning against them.

Pressuring

Shadow Labrys has very few strings that the opponent can’t punish through the gaps with reversals like R-actions. Even then though, she has useful frame traps with a number of gaps where you can block inbetween, and if applied correctly, you can make the opponent second guess their reversals and be very afraid of your offense. Shadow Labrys loves knockdowns and you want to make sure that pretty much every reversal gets punished with the highest damage AND a knockdown to continue the vortex.

Below is a list of some strings, how punishable they are and what they can lead to in terms of additional pressure or combos if they connect.

5AA - the gap between this string is very small, probably just one frame. It’s near impossible to react to the second A to reversal it before it connects, and after the first 5A, you can just block or jump cancel. The 5AA autocombo string keeps you close to the opponent and recovers quick, letting you block afterwards and can lead to pretty much any other string afterwards.

2A, 5B - the gap between these two hits is much bigger than doing 5AA, so it’s more punishable by “sloppy mashing”. On block, it has decent recovery and if this string is started relatively close to the opponent, they are in range of another 2A (sometimes you might have to dash). After a 5B, you can optionally cancel to qcb+A(high) or 2AB(low). These also have punishable gaps and are easier to react to, so I wouldn’t go with it too often.

qcb+A in strings - the first hit of qcb+A comes out very quickly, so if the move is done close enough that the first hit can connect, it will connect as a true blockstring (not factoring instant blocks). The second hit (overhead) coming afterwards will also be a true blockstring.

If the first hit of qcb+A whiffs, the second hit will not combo from the previous normal you did (2A, 5B, etc) and also won’t be a true blockstring. That said, there are some advantages to having the first hit whiff - the first hit connecting gives the defender more time to react to the overhead on the second hit of that move. In addition, connecting only with the second hit causes massive damage while connecting with both hits does very low damage.

Here are some attack string trees:

5A
—> A(autocombo, input right away
-------> qcb+A
-------> block and wait a split second
-------> 2A
-----------> whatever, see other sections
-------> 5B
-----------> whatever, see other sections
-------> 5AA
----------> into whatever is listed above
-------> throw
—> jump cancel into block
—> jump cancel forward into crossup jB
—> throw
—> block and wait
-------> 5A
-----------> into whatever is listed above

2A
—> 5B
-------> 2A (if you’re close enough)
-------> qcb+A
-------> 2AB
—> block and wait
—> run in 2A
—> throw

Qcb+A and OMC Mixups

Shadow Labrys has a very strong mixup with her qcb+A and OMC. The qcb+A is two hits, where the second hit is an overhead and there is no gap between the two hits where the opponent can punish (unless they instant block the first hit, possibly).

As a defender, blocking the first hit of qcb+A gives you enough time to realize that you’re blocking a qcb+A and that the second hit needs to be blocked high. So, you would change your block height to high and wait for the second hit to connect. She can OMC just before the second hit will connect and immediately do 2A, which hits low. Since her 2A starts up in 7 frames, this is pretty much unreactable if you were trying to react to the OMC. The fact that people are very afraid of getting hit by that overhead because of how much damage the second hit does makes this mixup even more powerful.

One example of putting this into practice would be doing 2A, qcb+A(1 hit), OMC just before the second hit and do 2A, 5B. The thing about using OMC and other system mechanics with Shadow Labrys is that it results in various persona attacks coming out unintentionally. In this case, hitting OMC(ABC) while not crouching results in a 5C coming out. This will combo after the 5B, leading to a further combo. If you’re close to the corner, don’t cancel 5B into anything else, or you won’t be able to launch them up with 2B after the 5C hits and drags them along the ground.

Matchup Notes

vs. Mitsuru: 3-7 or 3.5-6.5

  • Mitsuru has huge advantages in this matchup - it’s going to be very hard to get around her 5A and there’s no reliable way around it except to block and find the opening to get away or to make risky reads with R-action.
  • Mitsuru has a number of ways to break your persna, such as doing charge back f+A/B, 5D, jD, jB, etc, so your 8C and qcf+CD EX laser will be useful in this fight because it prevents the persona from losing cards.
  • Mitsuru’s R-action is a big problem. It hits all around her, countering many of your setups so you’ll need to airblock a lot during the setup and punish her. If she has no meter, you can punish it with a fatal counter 5B combo but if she does have meter, you have to hit her out of the air before she lands or she’ll be able to cancel immediately upon landing into super…there is not enough time to land a fatal counter in this situation, you’ll have to settle for a 5A non-fatal counter or to wait out a cancelled super, roll that after the screen flash and punish with fatal counter 5B.
  • She can punish your qcb+A with 5A into charge b f+A. The punish doesn’t do that much damage but it’s one of the few characters that can punish this move.
  • If Mitsuru has 100 meter, you can’t safely roll her supers because even if they hit you, they will still touch your persona, which will make the super OMCable. You also won’t be able to R-action through it for the same reason.

vs. Yu: 3.5-6.5

  • This is a very hard matchup for SLab, Yu’s 5B has huge range and can outrange any poke you have, including your 5B. It will also break your persona pretty easily. He can also easily pressure you and if you R-action while he’s cancelling normals into other normals, he can react to the R-action with his own R-action.
  • It’s important to be able to react to his qcb+A overheads and to punish them with R-action before they can hit you. Keep in mind though that if he has meter, he can OMC them and then punish you, which makes the matchup even harder.
  • After baiting out an R-action from him, run underneath and combo him with a 5B fatal counter. If he cancels to super, it will face the wrong direction and if the super is done in the air, you can do a 2B fatal counter instead.
  • Yu has one escape option against the unblockable command grab jA setup and that is qcb+A. R-action, Ziodyne and Cross Slash all whiff and can be punished after landing.
  • You can’t safely roll his Cross Slash qcbx2+C/D because it will hit your persona, allowing Yu to OMC and punish your roll.

vs. Aegis: 4-6

  • This matchup is in Aegis’ favor mainly because her pressure is very dangerous, with little that you can do about it except keep blocking. Aegis can easily kill in 2-3 combos so there’s no room for mistakes against a good Aegis player.
  • The persona’s natural superarmor can autoguard her gatling bullets and her 2B.

vs. Teddie: 4-6

  • Teddie’s baseball bat, 5B, has huge range and is going to be a major problem in this matchup. It can easily break your persona and make it hard to advance.
  • Teddie’s R-action can get him out of many of your vortex setups, because of the unblockable cloud around him. You will need to improvise by implementing double jumps or airdashes higher above the ground in your setups.
  • You can punish his blocked AoA with 5A(CH) into a full air combo. Preferably you should go 5A, 2B, jB, dj(A, qcb+B), 2C, jB, dj(A, qcb+A).
  • Shadow Labrys’ persona move, the D block, can block unblockable attacks such as Teddie’s Circus Bear. Run to the center of the screen and double jump while holding D to avoid it and keep the persona safe.
  • If the Teddie player is playing a lot of keepaway, particularly with item throw, use 8C to disrupt what he’s doing and force him to move around. It will also keep him underground, preventing him from being persona broken by 5B and his other attacks.

vs. Yukiko: 6-4 or 6.5-3.5

  • The majority of Yukiko’s attacks do less than 400 damage per hit and therefore can’t penetrate the superarmor of your persona. Her fans and A’s can’t do it, her C attacks do too many hits and too little damage per hit. It’s mainly her flame special attacks that will break the persona.
  • SLab can punish Yukiko through the small gap between her 5C and 2C, using her R-action. If Yukiko doesn’t cancel the 5C into anything, she can still be punished by R-action.

vs. Elizabeth: 5-5

  • Both Shadow Labrys and Elizabeth have low health, but Elizabeth’s damage is way higher than yours.
  • The main reason reason I think this matchup isn’t in SLab’s favour is Elizabeth’s 5C. Most of the moves she can use against 5C will get you punished by another 5C immediately even if you knocked out a persona card. You will need to react to whether she does the D grab move(jump over it) or 2C(block, then 2A to break a card).
  • Use 8C to disrupt her zoning, as that is generally what she’ll be doing against you. 8C can also punish some of her attacks, such as Maragidyne and Ziodyne.
  • Once you’ve knocked down Elizabeth, there is practically nothing she can do about the vortex except to try to block it correctly. Make sure to take advantage of every knockdown and don’t let her get out.

vs. Labrys

vs. Shadow Labrys

  • The goal in this matchup is to land the first knockdown and force a vortex. She doesn’t have the tools to get out of her vortex.

vs. Yosuke: 3-7

  • You can punish his blocked AoA with 5A(CH) into a full air combo. Preferably you should go 5A, 2B, jB, dj(A, qcb+B), 2C, jB, dj(A, qcb+A)
  • Yosuke is pretty free to the S command grab into jA unblockable setup (see the vortex section). He can punish it with a Garudyne super IF he predicts you to do the jA, or use Sukukaja to avoid it, but aside from that, there is nothing else he can do. He can’t jump, roll, backdash or R-action. If he uses the R-action, he will be able to avoid the command grab but can be punished by landing and immediately doing a 5B into whatever combo.

vs. Naoto: 6-4

  • Use 8C to disrupt her zoning gameplay and force her to move around.
  • Naoto can escape the unblockable command grab jump A setup by using EX qcb+AB. qcbx2+A/B will avoid the setup but you can block and punish it. Her R-action will go the wrong way, allowing you punish her from behind.

vs. Kanji: 5-5

  • SLab controls this matchup for the most part but the problem is one slight mistake can easily make you lose the match (from getting grabbed through strings or getting electrocuted). No matter how well you play this match, you can get randomed out instantly.
  • Keep your strings short and preferably don’t use strings with frame gaps that can be punished with R-action or grabs.
  • Be careful trying to anti-air his jump attacks with 2B because his jC makes him rise up into the air even when he’s coming down, making your anti-air whiff. It will also fatal counter and lead to big damage.
  • If Kanji is using his D lightning attacks for zoning, you can use 8C to disrupt him.

vs. Akihiko: 6-4

  • SLab has many tools zone Akihiko. Use 2C, qcf+C laser, jB and perhaps 5B to keep him out. He does have some tools to get in, like his dashing punchers, which is why you’ll be using lots of pre-emptive jB.
  • Akihiko can punish the startup of Titanomachia with Maziodyne, but the timing is strict (he can just mash out the super during the super flash cinematic to get it to come out in time). If he mistimes the punish though, your persona becomes glitched and incredibly abusable since you can spam qcf+C lasers while hiding behind the persona.

Check post #11 for videos links

I noticed that s.lab player was using a lot of 5a, 5b for block strings. Is there no hole there to punish? I assumed there was since they don’t combo on hit.

Could anyone give me a quick overview of what her gameplay style is?

Sent from my DROID2 GLOBAL using Tapatalk 2

She’s a heavy Pressure/Mixup based Shadow character(Think Carl Clover from BB or the maid teams from MB). Personally I find her a little lower maintenance than Carl, since Asterius doesn’t need to be manually moved around. Her Persona attacks are all a lot slower than other character’s but she doesn’t stop moving/attacking/blocking during their startup, so it’s about finding the best way to alternate between SLab pressure/Persona pressure/SLab pressure.

Get knockdown, follow up with ambiguous cross ups/unblockables. If she gets the opponent in the corner she is a nightmare due to applying pressure from practically two characters. She has no true “get off me” moves except while in awakening mode (online I’ve caught so many with her axe super).

The second video posted by the OP has helped my game tremendously. I now whore out 2C a lot and it catches people more than it should.

Wait, so her best aspects are oki and corner pressure? Those are my two biggest requirements for maining, definitely giving her a try now.

Still a little worried about Asterius. In a game already faster than I am used to, managing two things seems tricky. Ms. Fortune was my favorite skull girl, however, though I did not play it much.
Is her execution at the entry level very high, or is it more of a cerebral thing applying pressure?
How often do you guys get Persona Breaked? Seems a huge deal for her, and Ive seen matches where say, a Yosuke super knocked it four times in one go.

Sent from my DROID2 GLOBAL using Tapatalk 2

Videos

Combovideos

Combo video with some technology by some Japanese player
www.youtube.com/watch?v=K6Bxatw32hw

Combo video - the many faces of Labrys
www.youtube.com/watch?&v=RovobPqyUDM

OMB combos from Bananaken
www.youtube.com/watch?v=N7Xm0-m0-tQ

Matches

SBO match with Tomo
www.youtube.com/watch?v=5jkKgNne_Gk

Acho matches
www.youtube.com/watch?v=P_kWDlaD7iA
www.youtube.com/watch?v=z7zQBHDe9Zk
www.youtube.com/watch?v=TX_vrF2-ppE
www.youtube.com/watch?v=C0Q99N6pGsw

Acho matches with Sorashido(the best SLab player):
www.youtube.com/watch?v=kR7Yz_w8lSs (oldest matches, from June 10th, 2012)
www.youtube.com/watch?v=PaH07p-deRE (July 22, 2012)
www.youtube.com/watch?v=sNIVJZaDBV8 (July 22, 2012)
www.youtube.com/watch?v=9m35ZEVYiUg (August 12, 2012, must watch)
www.youtube.com/watch?v=WfSTXD1CKW4 (January 6, 2013)

Leo(Akihiko) vs. Tomo FT10 Ogrelive:
www.youtube.com/watch?v=6tMT4KhRD4w
www.youtube.com/watch?v=nsM2PkPCm1M
www.youtube.com/watch?v=4O86VRh1ZoA
www.youtube.com/watch?v=-_c_paUiWcw

Tomo and Shizuna appear in this video:
www.youtube.com/watch?v=6DwvPZ6uFUs

Reria vs. Stunedge(Yukiko) at 11:11
www.youtube.com/watch?v=hhaP7vJmAlM

Reria vs. Souji(Teddie) at 9:50
www.youtube.com/watch?v=vQcsShJiC2c

Reria vs. Eight(Aegis) at 3:09
www.youtube.com/watch?v=wiivvkLxnUA

Reria vs. Riinfo-su(Yu) at 2:45 and Die-chan(Mitsuru) 5:36
www.youtube.com/watch?v=7QOH0N-FXvw

NEC Japan Qualifiers:
Tomo vs. Kaicho(Chie) at 11:45
www.youtube.com/watch?v=5gimqq-wXBc

Tomo vs. Mui(Aigis) at 10:45
www.youtube.com/watch?v=jxawpdPYDtk

Tomo vs. Hayashi(Yosuke) at 10:30
www.youtube.com/watch?v=cM_kPoYiRmU

Tomo vs. Hina(Teddie) at 10:30
www.youtube.com/watch?v=lZeOro-fMUo

Tomo vs. Kaicho(Chie) at 11:00
www.youtube.com/watch?v=MQg-9k-b5co

Irusu(Mitsuru) vs. Tomo at 10:00
www.youtube.com/watch?v=_BjNBceZzC0

Well I haven’t had much time to continue my writeup but this weekend I should be able to continue it. I have to say that her R-action is incredibly good at blowing through strings, especially against reactable overheads like Yu’s qcb+A/B. You can also protect Shadow Labrys from getting punished after a blocked R-action by doing some persona attack, depending on the situation.

That said, I still find Yu to be a problem for Shadow Labrys, though I stumbled upon this recent match of a very solid Shadow Labrys from Japan who was owning Yu pretty easy:

[media=youtube]9m35ZEVYiUg[/media]

She has a number of get off me attacks. The qcfx2+C/D punch super is invincible I believe (though punishable). And of course, there is the rediculous R-action she has, which can be somewhat protected by her persona attacks, as well as cancelled into the punch super or qcbx2+C/D. Too bad I can’t seem to one more cancel it to safety, is this a property of all R-actions?

That’s because the player forgot to block with the persona during the Yosuke super…

Do you need to do something special to block with Asterius? I recall the Slabrys blocking herself.

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You have to hold the D button to make Asterius block.

Woohoo, nice original post update.

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Playing some more, I would say spending meter on EX moves for Clifford is pretty good. Most Slabs save meter for titanmachy since TV punch adds little damage, but if you want to keep pressure up before you hit awakening this is a great option. If you ex one of his command moves, Clifford will not go away even if you Slab blocks. A liz was trying to laser me from far away, but EX Clifford laser will help you rush down, instead of going for the typical super jump dash in approach if they were doing beam zoning. Just make sure your slab blocking is on point, if you take a hit, then it will go away and the charge times on the moves are the same as the C version.

Also in titanmachy, a good thing to note is that the D version would always put him on the other side of your opponent, so if you want to surprise punch them it’s a great option or go for a grab. Also laser is really fast, so it’s actually a decent lockdown option as your first command.

I didn’t realize EX Asterius moves didn’t stop even if you blocked, that’s really good to know. I generally try and use meter for one more cancels and Titanomachia. She has some pretty disgusting setups with OMCs into ambiguous cross ups or command grab.

I found this extremely obnoxious, but generally useful video for shadow labrys in the dustloop forums: [media=youtube]nXcKUC6YffE[/media]

It’s shown me what to practice in training mode. Starting off, you really have to get the 2C, j. B, double jump, j. A, 214 A sequence down. I keep dropping the 214 A at the end since it requires a pretty fast cancel.

I agree this is one of the more important ones, though you can end it with air qcb+B instead for slightly more damage and not really any longer recovery afterwards.

Also using air qcb+B as an air combo makes it easier to link another 2C after…you can technically also do it from air qcb+A but it’s harder. You can also combo a ground qcfx2+C(Challenge Authority) more easily from an air qcb+B. the super doesn’t do much damage in combos (about 720-770 or so damage) but it’s definitely useful if you need that little extra damage.

Chie … how do I combat the button mashing?!

R-action(risky) or blocking…charge up the EX command grab to save yourself if the R-action gets blocked and if you don’t have meter, you’re probably going to have to block.