Zeromus_X Posted August 9, 2012 Posted August 9, 2012 What do I do against Labrys's xbox huge normals? She just disarms all my traps from halfway across the screen lol.
Sqwirl Posted August 11, 2012 Posted August 11, 2012 Punish them. lol Try to go for a counter hit 5c -> air dash j5c combo, or just shoot them if the'yre that far...
Ichipoo Posted August 11, 2012 Posted August 11, 2012 Can Naoto have any air superiority against Labrys at all? That j.B is too good, so I don't even bother jumping in unless I have my opponent scared after punishing a few mistakes that they've made. But of course, watch out for the 2B.
GaoGaoGao Posted August 12, 2012 Posted August 12, 2012 Im having a pretty tough time with this matchup, probably the hardest one for me so far next to Yu. Right now, it seems like theres nothing Naoto can do againt j.B. If shes in range, I feel like the best option is to just block. Takes out every trap that is covering Naoto and she can combo from it even if she hits you from the top of her jump. Naoto's anti air is pretty much her worst move imo, so there goes that. The only thing I can think of to beat it is better trap placement.
Ichipoo Posted August 12, 2012 Posted August 12, 2012 Better trap placement, smart shooting and mid-range pokes while staying out of the air is all she can do right now. Has worked pretty well with me so far. Labrys only shines when she's in your face so why give her that advantage? So you can be fancy with Naoto? Naoto would criticize that judgement as uncharacteristic of a detective.
Raging Ghost Posted August 12, 2012 Posted August 12, 2012 Better trap placement, smart shooting and mid-range pokes while staying out of the air is all she can do right now. Has worked pretty well with me so far. Labrys only shines when she's in your face so why give her that advantage? So you can be fancy with Naoto? Naoto would criticize that judgement as uncharacteristic of a detective. Long story short, keep the fight to the ground. Got it. y our anti air so garbage =[ There's a reason why we can aim upwards and make our bullets ricochet.
Zeromus_X Posted August 13, 2012 Posted August 13, 2012 I've had some luck with rising jB to anti-air/air-to-air her, but yeah I typically just try to avoid her jB through movement rather than trying to challenge it with our normals. Playing this matchup more, being lame seems to be the way to go since she kills us in 2 combos and has few ways to safely approach.
Sqwirl Posted August 15, 2012 Posted August 15, 2012 Long story short, keep the fight to the ground. Got it. There's a reason why we can aim upwards and make our bullets ricochet. That's not a great replacement because of how unsafe it is...
XDest Posted August 19, 2012 Posted August 19, 2012 It seems like if I don't have properly placed 214C traps at all times I lose this. Labrys' j.B is god. It also seems I should never press the forward button unless it's to get away from her. Gotta play this one so lame.
Gemakai Posted August 20, 2012 Posted August 20, 2012 In addition to traps and outzoning her with the gun, one trick that seems nice when pressured is using Naoto's counter move. 3 Fate Counters cause my opponent is being mindless really helps. That said, Labrys' damage tends to piss me off. @_@
Ichipoo Posted August 20, 2012 Posted August 20, 2012 As for dealing with Labrys' F-Action, simply doing ONE 5A/2A and then jumping up is enough to bait it and get out in time.
Kyle Posted October 1, 2012 Posted October 1, 2012 if you bait/block her F-Action, she can super cancel to the cogs. These are plus on block & give her a mixup. >_>
blackstar21595 Posted November 26, 2012 Posted November 26, 2012 if you bait/block her F-Action, she can super cancel to the cogs. These are plus on block & give her a mixup. >_> Which is why I do 5A/2A, rapid , jump over their head if they have 50 meter
TransientFaith Posted November 26, 2012 Posted November 26, 2012 You could just...F-action hers...and grab those fate counters. Gear super is only a "threat" if she's in awakening anyways. Heck, if you're really feeling gutsy (and have no traps to lose) just don't press buttons and take the F-action hit (non-CH), she can't get a combo off it and you gain distance
Ichipoo Posted April 8, 2013 Posted April 8, 2013 Okay after playing numerous matches against my cities two only Labrys players, I can honestly say that this matchup is hell against us if the Labrys player knows how to maneuver and is patient. I honestly have a hard time trying to lame it out because they eventually hit me when they get in. Blocking is not a problem, I just need to be smart and I'm home free if I block the Guillotine Axe. I still need to work on the timing of her sweep > Axe > OMC so I don't get hit low though. On the occasions that I do get lucky and land a knockdown, I really have to make it count. Poke/Grab/CH mindgames, trap Oki, I use whatever I can to maintain the momentum which somewhat isn't that hard since her F-Action isn't that great. On paper, this MU is in our favor but it honestly doesn't feel that way when I play really good Labrys'. Probably San Diego's best player, TsukiBaka says that when I try to lame him out, it usually ends in disaster for me because he really knows how to get in. And it doesn't help that her normals practically outshine ours, especially her j.B where it disarms all the traps and is practically impossible to 2B unless they space it incorrectly, which is rare for a good Labrys player to do, which means I'm forced to block it. Possible solutions to this MU could be to place C traps at better positions, like what Zeromus said for the Yu matchup. Trying our best to stay mobile is a good solution too. If I sense them getting in, I try to run to the other side and shoot more bullets. Also, it's okay to win by timeout, which is how I've won a few matches against Labrys. As for using our normals on neutral, I'm somewhat lost on this. Right now I feel that none of our normals beats Labrys which makes me scared when I'm up against her at mid to close range. Any thoughts on this would be appreciated. /garbledmess
Doonpa Posted April 9, 2013 Posted April 9, 2013 Gotta abuse oki here. Go for knockdowns as often as possible and stagger your pressure to catch them hitting SLOW buttons. In neutral just spend your time running away and setting traps. Abandon your fort if they are flying at you with j.B, DP it if its IAD j.B, just don't try to 2B. I've only successfully 2B'd a j.B once in this matchup and it was frightening going for it. If you are dealing with a mashy j.B user, then airthrow becomes a possible answer if you are good at that. Playing GG helps in the department of throwing people who just fly at you :P. Also, Chain grapple loses to traps that are set in front of you but only if they aren't visible just yet because if she pulls herself in, the trap becomes visible then and will probably counter hit her. Otherwise the chain would just disarm it to begin with. So abandon fort, especially if your traps have been exposed already. So in general, use shots sparingly, remember you aren't safe even with traps out, and press your offense as much as possible. You need to abuse the fact that you are faster in everyway and use the fact that Labrys's DP is a terrible reversal/mash option.
Zeromus_X Posted April 9, 2013 Posted April 9, 2013 (edited) Regarding chain grapple, you can just DP the hookshot for free, even the EX one. I find once you learn how to deal with mindless jB (evade, DP, or airthrow), Labrys actually has a pretty sad time against Naoto from fullscreen. And yeah, don't respect her DP, it's even worse as a reversal than ours lol. If you find that you can't jump cancel a 5A or whatever in time, cancel into DP instead like blackstar mentioned. Edited April 9, 2013 by Zeromus_X
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