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Please use this thread to discuss and contribute to The Yukari vs Shadow Labrys (AKA: Shabrys) match up. Information will be added to the main post as information comes. Keep in mind that strategies will be changed as the game evolves.

Yukari's Match-up Tools
  • Long Range

5B, 2B, j.B and j.2B are good tools to utilize to call out Shadow Labrys' approach. mixing this up with Feather Bomb (214A/B/A+B) can make things scary for Shadow Labrys to approach from the air and try a more grounded approach. At that time, you will utilize 5B and 2B more to stuff her approach. Feather Arrow (236A/B/A+B) can be used but sparingly. Since Asterius can absorb all the hits it makes it hard to do anything with it. but using Aerial Feather Arrow (j.236A/B/A+B) can be more useful in keeping Shadow Labrys in check from approaching you easily.

  • Mid Range

Magaru (214C/D/C+D), 2C, j.B, and j.2B are useful here. You want to mix it up by utilizing Magaru orbs and 2C to hold Shadow Labrys down and keep the her Persona blocking, since they do enough damage to break the Persona. 2C is a great way to start the round because it forces Shadow Labrys to block and forces her to make her Persona block otherwise you take a card. It also keeps 2C's hit-box active longer than usual, because it's striking the Persona.

  • Close Range

5A, 2A, 5C, 2C, j.C, j.D and Throw (C+D) are the tools necessary for this range. 5A/2A/5C/2C are good pressure tools (This goes for most match-ups). j.C can be used as a throw bait tool, catch mashing and you can confirm off this for corner carry. j.D grants Oki after a knockdown. Throwing is a strong tool in this situation because if the Persona becomes active for any reason (except blocking with 5D), grabbing Shadow Labrys will take a card from her, even if she breaks the throw.

 

Shadow Labyrs' Match-up Tools
  • Long Range

*RESERVED*

  • Mid Range

*RESERVED*

  • Close Range

*RESERVED*

 

Yours and Their Options
  • Yukari's Options

Movement is going to be important here, because of Shadow Labrys large hitboxes and large persona taking up the space on the screen, you're gonna have to stay mobile yet be very cautious about how you move around and approach her. Be aware of where Asterius is on the screen. If you're not paying attention to the Persona, you can get hit or even Counter Hit by something and Shabrys will pick it up for another combo into knockdown and favorable positioning. The round opener is the most important in this MU, but Yukari can answer offensively with 2C.  This forces Shabrys to block herself and the Persona needs to block or, she loses a card, and luckily, you can jump cancel it on block so you can get away. If you happen to hit her, you can combo Shabrys and gain the life lead.  This will force S-Lab to make an approach and you can stop her with a 2B/j.B and if she happens to be entering with j.B, that's a Counter Hit and you can get 3K or more for following up with a combo.

Using Magaru (214C/D) helps since Shadow Labrys has various ways to break your persona if you use 5D/j.D at mid-range w/o a proper knockdown. Most of your Feather Flip (236C/D) combo SHOULD end in Feather Shot Silence (B/D after Feather Flip) against her. You limit Shabrys from using her Persona based Moves, along with her not being able to burst. Doing this favors you since the Persona does get in the way of Yukari's offense. You can rush her down and open her up easier doing this, be sure to cross Shabrys up in the process. If you bait a DP and make it whiff or she has no meter, punish her.

When you have the life lead, Shabrys is forced to go on the offensive. Shabrys will try to break your Persona if you're zoning her effectively so you have to be careful of placing 5D/2D, but if you don't want to risk your Persona, you can throw out Magaru (214C/D/C+D) or Jumping Magaru (j.214C/D/C+D) and zone from that.  Feather Bomb (214A/B) is your friend. Shabrys will more than likely approach with j.B and may try to IAD~j.B so if she takes the risk of jumping in at you, trigger the bomb and that's a FC if she's swinging.  Pick the combo up since there's so much un-tech time for it and make it hurt.  If Shabrys is Persona broken, that's the time to rush her down. Since she has 6 Persona Cards, you have time to open her up and take the round/game. Just be aware of her normals and approach quickly yet, cautiously.

When Shabrys has Titanomachia (214214C/D/C+D) available; frankly, it's her turn to play the game. Quickly look at the counter to see how many inputs you have to look for. If she's low on cards and you have 75 Meter in awakening; challenge Titanomachia with SB Magarula (214214C+D), It will take out the persona, and force Shabrys to block and allow you to mix her up. If you have not met these conditions, your movement and defense will be tested. Keep a safe distance from her to avoid a possible cross up from the ender. To avoid a cross up IF she is above you, you can use your Evasive Action (A+C) through the ender and avoid the situation. Even if you defend yourself from her onslaught, but get tagged by the ender, it takes a significant amount of health away from you.

NOTE: If you use Magarula Super and both Shabrys and Asterius are blocking it, the duration of the Awakening super is HALVED!

Unfortunately, if you don't have a life lead, things get hard. A good Shabrys will lame you out which forces you to go on the offensive by taking risks. If you need to go offensive: Do not IAD~j.A her! She can 2B you for it and get a Fatal Counter combo that hits for about 3.5K (or more) + Knockdown + positioning. Be aware of where Asterius is on the screen, if you're not paying attention, you can get hit or even CH by something and the Shabrys player will pick it up for another combo into knockdown and favorable positioning. Find the time to place Feather Bombs on the screen to create dangerous space in the air so it's risky for Shabrys to approach you from the air. Silence Shabrys if you hit her and pressure her. Bait Shabrys' Furious Action (B+D) or get a knockdown and place a (5D/j.D) on her to keep the advantage, especially if she's in the corner.

  • Shadow Labrys' Options

*RESERVED*

 

Match Summary
  • Yukari

Be very mobile yet aware of your surroundings. You will need to work around Shabrys's large normals and Asterius' large attacks in order to do so. Obstruct Shabrys' approach with Arrows (5B, 2B, j.2B), Feather Bombs (214A/B/A+B) and Magaru (214C/D/C+D), to force her to make a risk so you may punish her. End all combos that have Feather Flip (236C/D/C+D) with Feather Shot [Silence] (B/D after Feather Flip) to get rid of the persona for a short time. If you find yourself in a pressure situation, block and wait for a chance to escape, if you see a command grab setup, and Shabrys tries to catch you jumping out, you can opt to Furious Action (B+D) out and gain a lot of distance from Shabrys since you will DP Asterius.

When Titanomachia (214214C/D/C+D) is active, wait it out or challenge with SB Magarula (214214C+D) to get rid of it. When Shabrys is Persona Broken, that is your time to strike, she has 6 Persona Cards and it will take awhile for them to recover. Be cautious with your approach and try to take Shabrys down before her cards come back. Do what you can in the mobility aspect to avoid being pressured by Shabrys, It's tough to deal with Shabrys' pressure once she catches Yukari.

  • Shadow Labyrs

*RESERVED*

Let it be known, we're all human so, if there is an issue or error, please bring it up in this thread so that it may be corrected/discussed.

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