As a punish tool, however, it's not nearly as useful as it was in Arena due to improved Fatal routes, which offer much higher damage. Can be used to combo into knockdown and set-ups or into supers. On ground hit, Shadow Labrys's AoA does quite a bit of damage but it's very unsafe on block without the meter to One More! Cancel. On hit, the C ender launches the opponent high into the air for a combo into knockdown, while the D ender shares 5B's animation and causes wallbounce near the corner. At 27 frames, it's fairly slow and the animation is somewhat telegraphed but the attack has a decent amount of range and the attack animation itself be obscured with careful use of Asterius. While j.BB is not an overhead, j.2B is, making it useful in pressure and mix-up.Ī giant overhead axe swing. Has landing recovery if not cancelled or if recovery is not completed in air. j.2B is a very strong air-to-air tool due to j.2B's enormous horizontal hitbox and cross-up potential additionally, it does not extend Shadow Labrys's hurtbox as far as j.B does. Must be inputted as j.2B, not j.1B or j.3B. Used in combos for corner carry and hard knockdown into okizeme. J.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB would fail to combo or yield no okizeme. j.BB is common in corner combos since the wallbounce allows for hard knockdown. Has a slight backward hitbox, allowing for cross-ups with instant air-backdash, airturn, and careful positioning. A horizontal axe swing that causes wallbounce. Like all 5AAAs, Shabrys's builds 1/8th of the Burst gauge and ~13 meter on hit.Ĭompleting the auto-combo adds Guillotine Axe A > Challenge Authority C.įollowup to j.B. 5AAA can also be cancelled into various specials and supers. Great mid-screen combo starter when hop-cancelled. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.ĥAAA has considerable horizontal and vertical range. Lifts the opponent slightly off the ground. On air counterhit, can pick up a combo with B normals or by jump-cancelling into an air combo.ĥAA has more horizontal range than 5A. At 7 frames, 5A is Shadow Labrys's fastest normal with relatively little whiff recovery for its speed and size. Can hit airborne opponents at certain spacings, giving it utility as an anti-air. Gatlings to a plethora of normals and specials, although it does not cancel to 2A. 5A is Shadow Labrys's only move that's jump-cancelable on block. High skill ceiling due to her playstyle.ĥA is a relatively quick axe swing with huge range for its speed.Lowest health of all characters (along with Elizabeth).Player must be able to manage Asterius at all times to avoid losing cards and for combos.Her Furious Action is not invincible, though still a strong reversal.Very weak without her Persona if not in Awakening or with meter.Able to inflict Poison, Silence, and Fear.Has one of the best Awakening supers in the game (Titanomachia).High damage output into okizeme both meterless and with meter.Persona attacks have huge damage and range.Devastating mix-ups, cross-ups and tandem attacks with Asterius. After being defeated, Labrys accepts her, gaining her Persona. After the player defeats Labrys, Shadow Labrys reveals herself before the player character and fights them. Shadow Labrys created the P-1 Grand Prix and masqueraded as Teddie to lure the other Persona users living in Inaba into it. P-1 Climax Nickname: "The Raging Bull of Destruction!"Īfter Labrys was thrown into the TV World, Shadow Labrys and the fake school around them appeared, representing Labrys's desire to live and go to school like a normal girl.
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