The Raging Bull of Destruction - Shadow Labrys Thread

Damn I might have needed to reserve a third or fourth post. I’m maybe a quarter of the way done writing up what I want to write and I’m close to running out of space.

Chie is a bit rough once she gets in on slab, but you actually have plenty of tools to keep her out. Keep in mind that if you get the first knockdown chie is SOL, she really has no way of escaping slab’s oki game.

If she does get in however, you just have to block until you can get out.

What are Slab’s best options in the oki game?

Check the second post I made, has a lot of setups (and more to come). Chie’s R-action isn’t as dangerous against her setups than other R-actions are.

Got a few questions,

Since her persona is always out, is it susceptible to attacks even if I don’t command it to do anything? If it is, is that the use of her persona block command? If it’s not, what’s the point of her persona blocking?

Just to confirm, she is the 2nd lowest health character in the game?

Also, I’ve read in dustloop’s wiki that after her Axe swinging special, her damage goes down for awhile just like Labrys. Can someone confirm this and if it is, does it restore itself to normal based on fixed amount of time or just like Labrys, you got to start hitting people to restore her axe power?

It is susceptible even if it’s not doing anything. I guess I should have made that more clear.

Not sure of her ranking but she has 8000 health. Elizabeth has less (like 7300 or 7500 I think). Not sure who else has lower.

That’s new to me and definitely not something I saw when playing her…can’t seem to replicate that in practice mode, pretty sure it’s false.

I’ve finally started winning some games with this character. Here are a few notes on what I’ve been doing differently for any future struggling Shadow Labrys players.

  1. Use your R-action when your opponent keeps mashing on you while you’re blocking. You can probably combo off the wall bounce, but I haven’t tested this. I’ve been crossing them up with j. B after they hit the ground.
  2. Challenge authority sucks. Only use it if it will kill them. For the same amount of meter you can use two ex Flame of Hades, which will do you more good.
  3. I noticed I was losing a lot of matches with lots of meter. There is no reason to not use Titanomachia. This is your best move. Don’t ignore it. Read this thread’s notes on the move.

You can easily combo off the r-action. If Asterius is ready you can have him start a fountain, then you hit them with 5A, then JC to j.A then into guillotine for a simple punish. You don’t even need the fountain but you can still convert by yourself.

One cool thing to do is if you land a counter r-action is immediately go into titanomachia, then do a fountain then a knuckle. The timing is weird for certain parts of this but after you recover immediately do a cr.B and they should hit your fountain depending on your spacing (if you miss the fountain just continue the combo like normal but the timing might be a bit off). then of course the normal air bnb into air guillotine (the version depends on what timing to use). They should land into your knuckle and then the super ender, which then means you can land a B Brutal Impact for some style and damage :rofl: . I have yet to land the brutal impact ender in a match because I mess up some of the timing due to some things being different in a real match, but the titanomachia part is easily doable and you can just opt to try to make it a reset mid super instead by inputting different commands.

edit: A vid showing exactly what I was talking about. Though in a real match, Asterius could be too far behind you for the fountain to hit or totally somewhere else because sometimes having him block doesn’t have him follow you.

[media=youtube]6_4wcK892_M[/media]

I’ve been updating the initial posts with more info…put in some combos but not the damage numbers yet (I’m not home). Also mentioned some SLab specific properties on how her persona works on the second page.

You can do 5A, jA(quickly), qcb+A, then setup a vortex. or you can cancel to Titanomachia but I haven’t played around with it much (the combovideo I posted has some combos for it though).

It’s invincible on startup and has some invincibility frames on recovery (though still punishable if blocked). It also goes through bursts and hits them anyway.

For sure, it is very good…I’ve been trying to work on a few setups that use the command grab in Titanomachia, though in the end you have to know the opponent’s tendencies…

some people keep rushing down when you do this move (here you can try to do R-actions just before the next move in the sequence comes out so they can’t punish you or get hit for trying). Some others keep upbacking, I think if they airblock the blackscreen finisher, you can just 2B unblockable them but I have to test that out…others just keep crouching block. Funny thing is if you do the super with D version that makes the persona appear behind them, they can’t even see him in some situations…including when he’s starting up the grab.

Edit: speaking of the command grab, it is possible to combo after it with 2B but it’s kind of tricky. There is probably a way to time it (with something like jumpins, rolls, whiffed normals) that sets up the perfect timing to connect 2B.

The 2B after the command grab seems to be timed around the third munch, maybe a little after the start because if I do it near the start of it, it’s too early. It’s an audio cue so I don’t know if it would be that great at some of the locals, because I know it can get quite loud at times. If people don’t feel like going for 2B just landing a j.B into guillotine or something is much easier but Asterius has less time to fully recover to do something again than starting with j.B.

Question: Let’s say you’re in awakened state, playing the neutral game, and have some meter to burn. What’s a good general setup for Titanomachia and what persona inputs do you buffer in the first part of the move.

At neutral you generally don’t want to just throw titanomachia out unless you’re full screen away and your opponent has no way to punish you. It’s best used if in the air and just off the ground, since it does have some recovery but landing will cancel it. Other than that though, if you land any hit into a combo ending in guillotine axe you can immediately cancel into it for some pretty scary oki. What inputs you do during the super freeze is entirely up to you at that point.

I’m having trouble with the Elizabeth matchup and her frickin ray beam (maziodyne). Any suggestions?

That move isn’t a threat to Shadow Labrys, just advance slowly while holding D. If you’re in range you can also react to the startup and R-action that shit.

Just picked the game up and was immediately attracted to S Labrys. First things first, I ran through her trials but one has a tricky timing segment. Trial 28 the “all out rush” aka mash jab segment requires a max out at 16 hits then you hit D or heavy persona which shouldn’t be as hard as it is, so since i can’t practice the buffer of qcf D for the next part, what move do you buffer qcf D after you land the blowback or should it just be buffered as the actual blowback itself? The timing of the blowback is killing me. I’m just gonna have to get lucky, once I know the timing of flames of hades it’ll be a first try thing on the second part at least.

The laser is started when you in put the blowback. You do the mashing then end with qcf + D at the end then do the rest of the combo.

I realized a deficiency in Shadow Labrys…she can’t roll punish some supers that typical characters can roll punish no problem. Rolling a super prevents it from being OMCed because you can’t OMC on whiff but in the case of Shadow Labrys, even if you roll, the super will make contact with the persona and count as making contact with something, so they can OMC and punish your roll.

I’m wondering if there’s a way around this.

Even though they have some similar moves, playing Labrys in no way aids starting to use S.Labrys, right? Is her j.B around as strong as Labrys’?

She seems to be very pad unfriendly. Even so, I have been planning a dualshock configuration around her, what do people think of it?

C=R1
D=R2
OMC=L1, Triangle (deciding which works best, also functions as roll/air turn).
OMB= L2, Circle
Rest=default

Seems functional but restricts me switching back to other characters anytime soon.

I haven’t had the need to change my layout or the kind of control.

Normal Labrys normals might look the same as Shadow Labrys at first glance but they’re not…they have different speeds and cancel properties. For example…Shadow Labrys R-action is way faster than Labrys. Shadow Labrys can’t cancel her sweep or chain cancel her 2A into itself. Shadow Labrys 2C is slower than Labrys 2C and also can’t be charged…and many other things.

Anyway, the new combovideo for Shadow Labrys is out and has some pretty amazing stuff:

Can’t wait to play around with this stuff when I get home.

My current layout on pad is…

A - square
B - X
C - triangle
D - circle
A+C - R1
A+B+C - L1
A+C+D - L2

I probably don’t even need the L buttons anymore since I can use R1 with some other button press…

Use whatever button config works for you. Each time I changed button layouts in pausemenu it changes for only that character. So each character is custom controls