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
- 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.
- 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.
- R-action(CH), 5A, j(A, qcb+A) - 1313
This combo does low damage but sets up some vortex opportunities with the knockdown.
- 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.
- 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.
- 5C, 2B, jB, dj(A, qcb+B) - 2771
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.