iora Posted August 14, 2012 Posted August 14, 2012 @waifu statue. im in there. love it. --- i got my air guillo ground bounce working off j.bb. really isnt hard once you can see the spacing for it to know itll work. too bad every chance i get, im green axe not red so i cant do shit with it okay im trying to be a more creative neutral. what are you guys using mostly as pressure strings mostly im using.... 5a 5c 5a 5b sweep 214a 2a(xn) sweep 214a 5a 2b shallow jump for crossup j.b 5a 2b super jump forward for crossup j.b (gimmick) 5aa 5c 2a throw 2a 214a rc into shit 2b jump into high j.c into lower j.c (the low j.c can be confirmed into j214a) (gimmick) 5aa 5c 5d delay-d while i go for mixup ...and other shit like that but basically i end up spacing with 5c or 22 series until i wanna go in. it feels that without 50 meter i do the same shit. 5a 5b something OR 2a xn sweep 214a OR 5a 2b something any more ideas? i got some chances to watch some other labrys's in netplay rooms to get ideas, and some jp vids, but always wanna get more tech. ^^
Sophisticat Posted August 15, 2012 Posted August 15, 2012 ^ Good thing you posted those, I was just looking for a method for approach since I've been autopiloting j.B into what might become a bad habit. Anyway, totally new to Lab here, so I'll be on that asap. I think I need to figure out ways to get in before focusing on better combos since her basic stuff is real easy.
TransientFaith Posted August 15, 2012 Posted August 15, 2012 tutorial thing: http://www.youtube.com/watch?v=Tue8oCXW8KQ Finally had a chance to make that video I've been wanting to put together. Covers a couple of things: - Air guillotine ground bounce (Air girokasu) - Ground non-SB guillotine combo (girokasu) - Comboing air guillotine into C or D Beast/Moujuu super - j.B starter green-to-red axe combos and a useful fatal counter combo Whee. I've been waiting for this
resevil67 Posted August 15, 2012 Posted August 15, 2012 (edited) That statue definately looks like a labby lightstand. the way the pole near her feet is and by looking at the axe, it looks like it lights up xD. it looks like theres lightbulbs where the area of her axe is that she vents the fire from ingame. EDIT: Iora i notice under your avatar there it says you live in Toms River NJ? xD. I live down in little egg harbor which is like 25 miles south =p. Nice to see a fellow Jersian here haha. Edited August 15, 2012 by resevil67
Eightman Posted August 15, 2012 Posted August 15, 2012 @waifu statue. im in there. love it. --- i got my air guillo ground bounce working off j.bb. really isnt hard once you can see the spacing for it to know itll work. too bad every chance i get, im green axe not red so i cant do shit with it okay im trying to be a more creative neutral. what are you guys using mostly as pressure strings mostly im using.... 5a 5c 5a 5b sweep 214a 2a(xn) sweep 214a 5a 2b shallow jump for crossup j.b 5a 2b super jump forward for crossup j.b (gimmick) 5aa 5c 2a throw 2a 214a rc into shit 2b jump into high j.c into lower j.c (the low j.c can be confirmed into j214a) (gimmick) 5aa 5c 5d delay-d while i go for mixup ...and other shit like that but basically i end up spacing with 5c or 22 series until i wanna go in. it feels that without 50 meter i do the same shit. 5a 5b something OR 2a xn sweep 214a OR 5a 2b something any more ideas? i got some chances to watch some other labrys's in netplay rooms to get ideas, and some jp vids, but always wanna get more tech. ^^ Have you tried 5C 2C 214A? I've been having some fun with that.
iora Posted August 15, 2012 Posted August 15, 2012 i have, you can dp thru it at most ranges i believe. between the 2c and 214a i think. i remember trying that for oki and getting tagged for it. ill double check it next time im in the lab though.
resevil67 Posted August 15, 2012 Posted August 15, 2012 Some online friendly labby combos for me are: 5a>5b>2ab>214a> (if meter) 236236 C or D. (very lienent on the execution time for the super, so its good for online when dealing with lag). 5aa>5a>2b>j.b>j.c>214b (can also be followed up with beast super, but IMO hard when dealing with the slightest bit of lag due to how tight the timing is). 5a>5b>236a>6>a>66>5aaa>214a>236236 C or D. (again very lienent on the super timing, and deals about 3.9k damage with just the c version of the super. can be done off a simple hit confirm of A with red OR yellow axe. I know that when you do not have red or yellow axe that chain knuckle will not combo but keep in mind its good for mind games. Its basically a 50/50 chance. both attacks come out very fast and one is a medium, and the other a low, so its more or less a guessing game for the opponent if you can keep the pressure on IMO. Its also risky IIRC because i dont believe either attack is safe? I may be wrong on that though. Just like off the A hit, i believe you can combo off the low B, by following up with 214 A but I may be wrong about this also. So IMO its a high risk high reward mixup. Kinda reminds me of Kazuya froom SFxT. He plays quite similar in the high risk high reward department of his 50/50p mixups.
Keo-bas Posted August 16, 2012 Posted August 16, 2012 Hm what are labry wake up options? An how does labry deal with pressure? Istant blocking and grab only go so far Sent from my SCH-R720 using Tapatalk 2
iora Posted August 16, 2012 Posted August 16, 2012 (edited) 2a is fast, the DP obviously (super cancel into gear super if your in awakening.), the gear super obviously. intelligent jump outs. roll. basically, your options are kinda booty, so be smart and show the world you understand that 1 and 4 are actually fun inputs too 2b is a godlike aa, but if your opponent has a good instant overhead, dont go to it. example being mitsuru. my friend got me blocking and jump cancelled into j.b (the dumb downward instant overhead). i predicted this (not reacted, predicted, so fastest possible reaction) and got CH out of 2b's start up. just a thing to note. ============ thing to note. i have been experimenting with j.c as a very low to the ground air-to-ground move. it might have been possible, but it seems kinda legit. tested a decent bit anyway. so an idea if you wanna try it out. j.a into very low j.c - if the j.c is low enough, you can land and block a dp/other aa options. raw j.c can combo into j214a on regular hit i believe if done low to the ground (this might not even be a restriction). on ch if really low, you can land and pick it up with a grounded normal (not sure of axe level requirement) j.c into another j.c - if they try some AA moves, you will tag them out. if the 2nd j.c is low, you can land and block aa attempts. theres some other stuff, but nothing i have done enough to give out as advice yet. options obviously arent amazing, but tools are tools amirite ^^ ============ 5a>5b>236a>6>a>66>5aaa>214a>236236 C or D. (again very lienent on the super timing, and deals about 3.9k damage with just the c version of the super. can be done off a simple hit confirm of A with red OR yellow axe. I know that when you do not have red or yellow axe that chain knuckle will not combo but keep in mind its good for mind games. Its basically a 50/50 chance. both attacks come out very fast and one is a medium, and the other a low, so its more or less a guessing game for the opponent if you can keep the pressure on IMO. Its also risky IIRC because i dont believe either attack is safe? I may be wrong on that though. Just like off the A hit, i believe you can combo off the low B, by following up with 214 A but I may be wrong about this also. So IMO its a high risk high reward mixup. Kinda reminds me of Kazuya froom SFxT. He plays quite similar in the high risk high reward department of his 50/50p mixups. note about 236x in autopiloted pressure strings. if done from too far, they can roll it. if done from too far, some chars have projectile/full invul moves that will murder you for it. if done from too close, they can dp after the chain hits and if you do any followup, even just the 6 to go forward, you will get hit. if you arent at a point where it will combo, you should do 5a 5b 2ab 214a. 1: it works.... period. 2: good for axe meter, which you need if the 236a wouldnt have combod 3: on block, if you confirmed poorly, its reasonably safe. much more than the 236a option. if your not at a point where 236a would have combod. the reward isnt even high honestly. not worth doing. just my opinion Edited August 16, 2012 by iora
Keo-bas Posted August 16, 2012 Posted August 16, 2012 Awesome stuff to consider. It seems back dash and her GC are lack luster. Ive been spending alot of resource into gc with omc burst but nothing feels satisfying Sent from my SCH-R720 using Tapatalk 2
iora Posted August 16, 2012 Posted August 16, 2012 x-posting this from combo thread because i think its important to know. ---- Let me paint a picture for you. You got red axe and 1 (thats right, only 1) meter to start minimum, and you got them pushed to the corner, they get desperate and whiff something stupid. Time to kill them dead. FC Charged 5B - Charged 2B - 2C - 214B (ground version, only 2nd hit hits, do this fast as possible) - 5AAA - 236236x 6719 for 236236C 7919 for 236236D When can i do this? For example, you can do this if you standing block (maybe crouching too) Yu's DP (not even instant block it) if hes really close to the corner.
Tari Posted August 17, 2012 Posted August 17, 2012 (edited) Alright, tested Labrys' frame bonus for each axe level: At Grey, Blue, and Green axe, there is absolutely no difference in frame data for any of her moves. At Yellow Axe, axe normals have +4 frames of untechable time on hit. There is no other difference in frame data. At Red Axe, axe normals have another +4 frames of untechable time on hit. There is no other difference in frame data. So that's it. You get no frame benefits on block with axe level. The only benefits you get are untech time on hit, and those only apply for axe normals. Moves like 2A do NOT get bonus untech time on hit. ----- As a side note, this info came out as a result of that testing (you can figure out the hitstun values for other axe levels yourselves by subtracting): 5A: 7 frame startup, 7 frames of blockstun, -7 on block, +2 frame advantage on hit (red axe), 37 frames of hitstun on red axe hit, 51 frames of hitstun on red axe fatal counter. 2A: 7 frame startup, +0 frame advantage on hit (all axe), 27 frames of hitstun on all axe levels hit. 5B: 15 frame startup, +1 frame advantage on hit (red axe), 43 frames of hitstun on red axe hit. edit: Frame advantage numbers are all based on the assumption that the move hits on its first active frame. edit 2: for people curious about 2A and 5B's frame adv. on block, you can _probably_ figure it out by taking their frame adv. on hit at green axe and subtracting 1 or 2 frames from it. Haven't done any testing to confirm this, yet. Looks like axe normals may be -1 and non-axe normals may be -2. Edited August 18, 2012 by Tari
iora Posted August 17, 2012 Posted August 17, 2012 5A is -7...ouch. indeed. at least people think its better than that. invisible frames.
Tari Posted August 17, 2012 Posted August 17, 2012 indeed. at least people think its better than that. invisible frames. People respect that you can go into 5AA or 5A > 5B and frame trap them for trying to punish. :P
iora Posted August 17, 2012 Posted August 17, 2012 People respect that you can go into 5AA or 5A > 5B and frame trap them for trying to punish. :P id rather just pretend that its the scariest tick throw eva ^^
resevil67 Posted August 17, 2012 Posted August 17, 2012 you make good points iora. Just so far thats whats been working for me online. I do do that sweep combo alot though cause it is incredibly safe in most matchups. You guys are probally alot better labby players then me, overall better at this game in general. Im incredibely good in tekken and SC games, but im new to this arksys style so if my combos seem alittle lackluster im sorry =/. Ive never delt with Blazblue or guilty gear or any of that sort. Though i gotta say there is al geot of tech in this game. its interesting trying to learn it all. If any of you guys want to play me im down for that. Most likley ill get my arse kicked but i always get better that way ^^. my psn is resevil67
Loryuo Posted August 17, 2012 Posted August 17, 2012 I really need to upgrade my knowledge on labrys' combos, since all i really do is keep going for oki setups -_-
Eightman Posted August 17, 2012 Posted August 17, 2012 Speaking of Oki setups I think I might be doing something wrong here. When I go for the oki setup into 22x my opponents seem to be able to jump out of it. Am I doing too slow?
Tari Posted August 17, 2012 Posted August 17, 2012 Speaking of Oki setups I think I might be doing something wrong here. When I go for the oki setup into 22x my opponents seem to be able to jump out of it. Am I doing too slow? 22x oki does not lock the opponent down by itself. If your opponent always jumps, you can punish them by just doing a 2B as they're teching and jumping.
Eightman Posted August 17, 2012 Posted August 17, 2012 22x oki does not lock the opponent down by itself. If your opponent always jumps, you can punish them by just doing a 2B as they're teching and jumping. Oh awesome. It was why I was afraid of going for the sweep again after 22x oki because of the jumping I felt I'd get punished after that. Thanks man.
Siefer Posted August 17, 2012 Posted August 17, 2012 To my knowledge, the only move that can hit them meaty off a 22x oki set up is 2AB. If you do it right, they can't jump out of it.
Eightman Posted August 17, 2012 Posted August 17, 2012 Oh really? I'll work on timing that too then .
Tari Posted August 17, 2012 Posted August 17, 2012 (edited) 5B works in the same way that 2A+B works. Unfortunately, nothing you do there is truly meaty. If the opponent decides to do wakeup roll or wakeup dp, your fake meaties will lose. Against some characters, a max range 5B on wakeup is dp-safe (Yukiko, Akihiko, Aigis, Yu, etc.). A 2B on their wakeup is not a meaty, nor is it safe. It would be a call-out if you did it in that situation. Edited August 17, 2012 by Tari
Siefer Posted August 17, 2012 Posted August 17, 2012 Yes, I knew that you could roll through it, but I assumed roll had invincibility on frame 1 (I read just now it does not), so what Tari is saying is right, it'll catch them trying to jump out (first 3 frames), but rolls would beat it. Well, on the plus side, if you read roll, you can punish their recovery with a 5B CH...likewise, unless you're close to them, you can also make their DP attempts whiff entirely, including Mitsuru's. Labrys oki still not very good...
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