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Posted (edited)

^I can suggest something

What are some good things for Labrys to use at neutral? I tend to iad j.B or chain to go in the offensive, but j.B gets blown up by head att inv moves and chain is pretty telegraphed. Is it just hit confirming pokes into knockdown > oki, CH fishing, footsies, or what? I realize each of those have uses, I guess I'm just having trouble understanding what I'm supposed to in general situations since her playstyle is so unique to me.

Edited by Darkside937
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Posted
^I can suggest something

What are some good things for Labrys to use at neutral? I tend to iad j.B or chain to go in the offensive, but j.B gets blown up by head att inv moves and chain is pretty telegraphed. Is it just hit confirming pokes into knockdown > oki, CH fishing, footsies, or what? I realize each of those have uses, I guess I'm just having trouble understanding what I'm supposed to in general situations since her playstyle is so unique to me.

If the match up or the opponent allows then I tend to abuse j.b 2a and 5c

If I'm getting antiaired then I change my approach to bait it out or I change tactics

I'd also like to know more neutral game tactics and meter usage shenanigans but it feels like stuff that would be posted in the match up threads

One of my biggest weakness right now is everything surrounding the throw game. I usually don't get any unless its 22 pressure and I'm pretty bad at teching

Posted

how do I bait bursts with this character when she only has 2 moves that I can jump cancel? nobody seems to burst 5A and 2B is kinda slow. Seems that as soon as I hit 5AA/5AB it's a free burst and there's nothing I can do about it without using up 50 meter. I don't know how to handle this situation.

Posted

5AA can be burst safe. You can just hold back after you hit them with it. Air combos are good for burst baiting, super cancelling works as a burst bait, as well as DP-cancelling (though this is most applicable in Tsurugi combos). Spending the 50 meter for an OMC is fine, too.

You honestly shouldn't be too concerned about how to bait bursts. Burning 50 meter to beat a burst if it'll get you the kill is still worthwhile. Otherwise, it's not something to be too focused on. For the most part, burst baits in this game are more about making good reads than reactions or burst safe setups.

Posted

So last night, I accidentally found out that Labrys's beast super can go through a lot of stuff (I went through Aigis's bullets as well as all of Yukiko's projectiles and supers). Since it is Labrys, I figure it is some sort of guard point or super armor.

I was wondering if we could go through pretty much any special and super with it? I could test this myself but I figured I would ask first to see if someone else has already done it.

Posted

only time i ever did 236236x super to beat a move was yu's raging lion or whatever its called.

Posted

It beats most stuff in terms of invuln duration, yes. That said, because it's super armor, a lot of things can stagger it for long enough for the opponent to recover and block. For example, Teddie's j.A.

Posted (edited)

any idea exactly how long that invuln is or if you can you buffer inputs during super flashes in P4A (game engine unfamiliarity there)

if so, i wonder about preemptive punishes against a number of those "get off of me" supers like our own breaking wheel or akihiko's maziodyne

does it beat out mitsuru dp to bufudyne, do you have to do it before or after the flash, etc

raw super is a rare thing in this game anyway but who knows

while i'm here i might as well ask about a few other things. Do any of you have any particular methods to consistently hit multiple corner (or 66 midscreen) 2C? I'm mostly thinking about visual cues but I understand that it's just a matter of practice, feel, and timing like anything else. I can do it, just wondering if there are any tricks

Also, i've noticed some game slowdown at times when i'm in training mode on the xbox 360 version of the game. Everything starts to chug a little bit, even just dashing or walking around. I'm guessing that it's just having the game running for such a prolonged amount of time but I'm curious about whether anybody else has experienced it

Edited by VGJunky
Posted

You can buffer the super input during super flashes. If you do something like a meaty 2A and the opponent does a wakeup super, you can basically always punish with Beast super by inputting it during the super flash. The only exceptions are things like Kanji's throw super, which is active by the time the super flash occurs.

In a straight super vs super fight, if you input ours during the super flash of the opponent's move, in most cases it will win, as the majority of supers don't have invuln for the full duration of the super. I haven't tested against things like Aigis' shield super, though.

Posted

I've been experimenting with Super/IK punishes too. Some I've seen in videos or figured out in training mode:

- SFB (Super Flash Buffered) IK beats Yu's Ziodyne super

- IK beats Mitsuru's kick followup super if you block the sword swipes, then SFB the kick

- Brutal Impact A punishes Yosuke's IK if you input it slightly after the flash

- Brutal Impact A (or maybe IK? Can't remember) punishes Akihiko's IK if you input it right as the globe becomes stationary

I plan on testing more when I have time.

Also, I've seen the training slowdown bug too, once when I was practicing 2C loops in the corner.

It was barely noticeable at first, but got worse with each attempt at the combo. I was using a lot of OMBs and 2Cs if it matters. Perhaps if one of the graphical effects occurs with enough frequency, it induces the lag?

Posted

Whoo, back from Summer Jam!

^I can suggest something

What are some good things for Labrys to use at neutral? I tend to iad j.B or chain to go in the offensive, but j.B gets blown up by head att inv moves and chain is pretty telegraphed. Is it just hit confirming pokes into knockdown > oki, CH fishing, footsies, or what? I realize each of those have uses, I guess I'm just having trouble understanding what I'm supposed to in general situations since her playstyle is so unique to me.

Labrys's neutral changes depending on the character. When going in, you need to slowly advance. Chain, like you said, is telegraphed, but so is IAD j.B if you go WHEEEE gung-ho with it. The main goal is to land a clean hit, and then begin pressuring. You don't have fancy DP safe setups or such, so you just kind of have to go about the old fashioned way, baiting and whatever. People have to respect your range though, kind of like a less silly Mitsuru.

In some matchups, you can make people come to you, and some characters have trouble dealing with your battleaxe trying to go in.

Her playstyle is unique though, in that it's like basic as fuck.

Posted
while i'm here i might as well ask about a few other things. Do any of you have any particular methods to consistently hit multiple corner (or 66 midscreen) 2C? I'm mostly thinking about visual cues but I understand that it's just a matter of practice, feel, and timing like anything else. I can do it, just wondering if there are any tricks

Also, i've noticed some game slowdown at times when i'm in training mode on the xbox 360 version of the game. Everything starts to chug a little bit, even just dashing or walking around. I'm guessing that it's just having the game running for such a prolonged amount of time but I'm curious about whether anybody else has experienced it

For corner 2C loops, I use when the opponent is about to start falling back down (when their sprite turns upside down) as a reference for when I can do the next 2C.

And I've seen PS3 players get that slowdown bug as well, so it's not just 360. I haven't gotten it myself, but it does seem to be a training mode specific thing. Probably the same sort of issue that causes Blazblue to crash if your reset positions in training mode too many times under certain circumstances.

its bi-b for akihikos IK, not a

It's with BI-A, actually. BI-B whiffs unless Akihiko is backed into a corner or is spaced at full screen from you.

Posted
For corner 2C loops, I use when the opponent is about to start falling back down (when their sprite turns upside down) as a reference for when I can do the next 2C.

And I've seen PS3 players get that slowdown bug as well, so it's not just 360. I haven't gotten it myself, but it does seem to be a training mode specific thing. Probably the same sort of issue that causes Blazblue to crash if your reset positions in training mode too many times under certain circumstances.

It's with BI-A, actually. BI-B whiffs unless Akihiko is backed into a corner or is spaced at full screen from you.

they did bi-b in a combo video to CH for 10.8k

maybe both work lol

Posted

So, I've finally had time to play this game some.

You guys may remember me from BB, I'm pretty sure i will wind up with Labrys, she's the most fun character by a long shot.

Posted
they did bi-b in a combo video to CH for 10.8k

maybe both work lol

They did BI-B against a fully cornered Akihiko.

Posted
So, I've finally had time to play this game some.

You guys may remember me from BB, I'm pretty sure i will wind up with Labrys, she's the most fun character by a long shot.

It has been a long time. Glad to see you back. We gotta get some mirrors in sometimes.

Posted
It has been a long time. Glad to see you back. We gotta get some mirrors in sometimes.

I still haven't had much time to play yet.

Spent a lot of time putting together complex setups... Then watched Gunman use basically all of them...

Damned Japanese.

You still on Xbox? I'm home most evenings.

Posted
I still haven't had much time to play yet.

Spent a lot of time putting together complex setups... Then watched Gunman use basically all of them...

Damned Japanese.

You still on Xbox? I'm home most evenings.

I still play on Xbox. Though whenever I play, I am usually dragged into playing Mac in BB for a long time.

Posted (edited)

Against Yu, Yosuke, Mitsuru, and Elizabeth; Labrys can do a fuzzy guard rising j.A/j.B after a blocked Guillotine OMC.

With j.A, you can only cancel into j.214A.

j.B > j.214A only works with Yellow or Red Axe.

If your in Red Axe you can do j.B > wait > j.C > j.214B for about 1700.

So the reward for landing one isn't that great, but since everyone loves to do Guillotine > OMC > 2A (I know I do) this seems like a good way to mixup people who block low immediately after Guillotine.

Edit: The overhead is very possible to do on Mitsuru and Elizabeth. It's just a little harder than it is with Yu.

Edited by SteelCoil
Posted (edited)

Very nice find, Steel.

Have to add that if you use B Guillo > OMC, you can actually fuzzy every character in the game, Labrys/S. Labrys and Teddie included. Rather nice, as it's the only real way to fuzzy those characters if you don't include chaining j.A into j.B at ridiculously precise heights.

Mind you, on those really short characters, it's not a very fast mixup. :(

Edited by Tari
Posted

So after messing around in training mode some more, I've learned some interesting things about short hops.

1. You can air turn after a hop

2. It carries the momentum from a dash

3. You can special cancel the landing recovery

So normally, hopping sucks.

j.B is only barely possible, and the only thing you can get after a non-counter hit is a Guillotine Aerial.

But with the 3 points above in mind, hopping might actually be a legit mixup option.

If you do a hop immediately after a forward ground dash, you go pretty far, far enough to crossup any crouching character.

And with a little practice, you can do something like 66 > 2AC > j.AC > j.A for a crossup overhead.

This has the most potential with Tsurugi oki, because it also doubles as a throw tech bait.

You can also use dash hop j.C for an ambiguous crossup that doesn't need turning, but you can't use it during Tsurugi because they're both Persona attacks.

Point 3 gives us a safe-ish option if the crossup/overhead is blocked if you didn't use it with Tsurugi, but it also gives us better combo potential.

With point 3, you can do something like deep j.A > land > 214A > 236236CD off of an overhead that know one pays attention to.

Considering our only other easily accessible overhead is the AoA (unsafe on block) and Guillotine (hard to confirm into anything) I'd say this makes j.A good enough to consider using in Labrys' bag of tricks.

Especially considering it also beats throws, and you can do meaty stuff after Red Axe 236236C.

Posted (edited)

Are there any options Labrys has that shuts down both rolling and DPing off of sweep/guillotine enders? Stuff like sweep -> jump over late j.B beats most DPs but it doesn't seem to catch rolls, unless I'm just waiting too long or need to airturn.

Edited by Prototype909
Posted (edited)

To bait out rolls and DPs, you can try a backdash, jump back, or just wait.

When crossing up, you can air turn then air dash "forward" j.A to beat rolls and certain DPs.

Edit: Air Turn Air Dash Forward j.A beats the following DPs:

Yu

Yosuke - When punishing, delay a 5A or use 2B/5B.

Chie - Since it's not meaty, j.A will be caught by a 2nd consecutive Chie DP. As long as you block when you land, you won't get hit.

Naoto

Akihiko

Labrys

Shadow Labrys

Elizabeth - It even works if she delays the DP.

Just remember to only use this after a throw or close sweep. There isn't enough time/space after a Guillotine for this to work consistently.

Edited by SteelCoil

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