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Everything posted by Rsquared
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Adachi j.C lacks an upward hitbox so if you can properly air to air with j.A or just be above him you'll be solid. After his 5C you can OS gunshot or sweep by hopping into j.B. j.B will be blocked unless he DPs in which case you can still block it. Strings into j.2D are fake, you can 2B the j.2D and if it doesn't hit Adachi due to active frames you will be able to jump cancel and put him in pressure can meaty 2A and block his DP Adachi's persona will track the position after 2C, so basically if you see him throw 2C full screen, jumping would be a very safe option, one that he can't directly hit you for from that angle unless you jump too late and get hit by 2C>5C Adachi's low gunshot is -1, you can mash 5A after and get a trade, unless it was done midscreen in which case you'll win due to spacing. If you IB it you will be able to mash out safely. If Adachi spent the meter on SB Gunshot, that's extremely plus, do not even try to mash there. SB Atom Smasher is fast enough to where you cannot roll it on reaction, but you can do 2 different things to it: you can IK the air version of it, or hit it with A Brutal Impact, but both require him being a little high up, around max jump height or super jump height is the best timing. Alternatively, it's a tight gap, but you can reaction backdash the super and it'll whiff completely and you can punish him.
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Kanji Force him to commit Arrow and bubble are strong but not just because of space control. If he wants to directly answer them it usually involves lightning or primal force which basically lets you run in on him easily. Only way to keep Take-Mikazuchi safe after Primal Force is lightning. If you just run forward after Primal Force and he does lightning, you can CH him for it, basically giving you too much leeway to do things Bull super is decent on wakeup but bad during blockstrings. Gears can get hit by Kanji's 214D, make the guess with caution, very large risk DP can get 5AA>jump OS'd by Kanji, be very careful with its usage 5C>22A pressure resets are very real vs him
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Marie Bubble is strong to establish a full screen setup game Chocolate can be hopped and hop will go through chocolate and cloud spacing at the same time Note when Marie has 25 SP she can do 236CD to get a quick answer to anything you're doing full screen, decent way to close out rounds, pay attention after she bursts Awakening super: Shining Arrows - if she uses the non-SB version, you can break the Persona to end it. SB version can only be ended by hitting Marie, however, very unsafe to try and stop unless you're close enough to react to the super (beware burst>Shining Arrows) Marie's best buttons are j.C, Sweep, and 5B, along with j.2B. Lab sweep is strong vs her, especially cause her 5B is chest can also address chocolate by on chain knuckle on block>SB followup shell is only punishable on IB, sb shell is unpunishable (Bull super on reaction to super flash will actually be blocked by Marie) Defensive option for Marie in the corner can be super jump>j.C - the j.C isn't supposed to actually hit, but the momentum will send her flying safely out of the corner and reset to neutral if not addressed properly. Labrys can address it by doing preemptive 2C which actually works decently well with Labrys's spacing vs Marie's defensive options, spacing herself out well enough to 2C AA her, or alternatively super jumping and air blocking the j.C, which will allow an air throw punish if you're both in the air after the move is completed.
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Yukiko if she sends out 2D in neutral you can 2B it and jump cancel to keep your self safe while also taking a card from her you can 5C her maragi to pop it midscreen 5A>5B on block/meaty will outspace Yukiko's DP so abuse this 5A>jump cancel on arrow meaty OSes Yukiko's DP, as well as sweep>chain knuckle If she super cancel's her DP into D agidyne, it will catch your 5A afterwards. She can also cancel into C Agidyne which you can block if you did 5A but will also be safe.
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Ken pop dat doge 5B, spear pull, and 5C are all chest, 5C is important cause the chest attribute will make your Sweep whiff 5AA>5AAA on the dog so you get to gravedigger Ken from half screen any blockstring into 2C>hop j.2B has a gap but if Ken tries to DP it'll be blocked, can abuse this for axe level gain OS punish his DP with 5B>backdash on the dog followed by 2B punish These are the basic notes, in addition you should note the following: j.B becomes a very strong button if the Ken plays too passively or relies too heavy on the dog. if Ken does the dog wheel in neutral to cover your air approach (214C), you can 2B it and jump cancel to keep yourself safe Sweep in general is a pretty strong button vs Ken in his ground approach or even a non-aggressive air approach because of how difficult a button it is to whiff punish for him. Very strong to also catch the dog if Ken gets reliant on 2C.
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Narukami Huge problems in neutral if given space, can't afford to give breathing room. Don't have to move forward constantly, but don't let him push you back at all. Neutral tools: 5A: Huge deceptive range, when doing run up 5A the range is slightly smaller than Labrys sweep in roughly the same amount of frames 5B: Huge range vertically and horizontally, but chest attribute. 2B: Not as good as 5B but still very strong, especially as an anti-air vs Labrys 5C: Functions the same as 5B except not chest and (slightly) less cancel options. Also smaller horizontally but bigger vertically. j.2B: The infamous button. Unreactable if mixed into other options properly and done off iad. Not as much of a problem for Labrys if she pushes him back. Can run under it and 5A him. Air backdash Zio: Really strong CH starter, one of the main reasons you can't let him have space. Much faster than it lets on, and can AA Lab's iad angles so it's hard to directly answer if you're not calling it out with chain knuckle or using 5C at the appropriate range. Mixup 5A stagger/throw mixup: constant threat, answers a lot of Labrys's options without specifically trying to address any of them. Usually try to wait for the bigger commitment like throw/throw tech bait to attempt answers, or at least try to do them as late as possible. Jumping out or rolling may be your safest bet in certain situations. GCA is very risky unless the Narukami commits to a special, and DP is very difficult to actually not die for. If your DPs clash, press 2B. Bull super is a non-factor, Narukami can cancel into DP and get out scott-free. Gears is functional but can be OS blocked with his 5A and he can beat it with cross slash or super jump j.D if he hard baits it. Can jump cancel 5A on block but that's it so if he does want to abuse jump cancel stuff it's gonna be limited to early on in the string Safejump off 214C (midscreen) can be OS mashed if you time the 5A with the same time you'd be in blockstun from the j.B. 5A will AA if he airdashes and win if he does empty jump 2A or throw Safejump off 236A (corner) can also be OS mashed the same way since the knockdown isn't very plus Safejump off 214B (corner) cannot be OS mashed. Knockdown is too plus. If he ever tries to 5D in the middle of a pressure string you can jump out, but if timed late you will still take the blockstun in the air. If he tries to reset pressure off of 236A (rekka) he's minus afterwards, so if you know for a fact he's going to leave a large gap you can risk jumping out or mashing. D Zio is a common pressure reset tool that's extremely plus and difficult to see and mash. Get used to j.B>SB Lion This is overlooking all the basic things like raging lion and command grab Defensive options 5A: 5framesmashthatalldayfam 5B/2B: can be used to address bigger gaps, can be mashed in between 5B>5C and will win if timed properly DP: Straight forward, it's a good DP, can be cancelled into Issen>OMB/OMC if the resources are available. 2B punish OSes any super cancel. Ziodyne: highly unlikely to be used but it still may happen. No real threat unless they have 100 meter Cross Slash: The Classic. Just roll>5A to punish. Buttons to use: 5A: bulldog him with this normal. Anti-airs, breaks his persona on 5C, faster than 5B so if you're close enough you'll still win Sweep This is more for larger spacings and you can guarantee 5B, but it's also a pretty strong button in general 5C: Good for midrange, avoid if he has the meter for slide since it will low-profile 5C
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Sho One of Lab’s harder MUs, particularly at neutral. Minazuki is actually much easier. “Sho just goes in swinging." Super jump into j.B vs. j.2C: j.2C delays his timing, making it harder to time the 2B. Be ready to preemptively air-to-air with j.A or j.2B. Or if you're in a really good spacing you can 2C him sometimes. Difficult but possible. His j.B beats your j.B, so don’t rely on j.B; go for j.2B as your air-to-air. Neutral: his buttons win in a head-on collision. 5C can catch him at certain angles (straight IAD angles can get anti-aired by 5C, for example). Knives also will be eaten by 5C. Knives are a charge motion, so he’s always backing up or down backing in order to throw them, which is a chance to go in. Chain Knuckle isn’t worth it unless you are calling out a knife. On CH, just pull-in and you’re good, since you have projectile invuln (which ignores the issue of the knife not going away despite hitting Sho). REMEMBER: knives do not go away even if you hit Sho. 5A spacing: 2C will quickly become very annoying, as it goes over Lab 5A. Cannot substitute 2AB. 2B is too slow and too risky to use against 2C because 2B will lose to every other button in Sho's ground moveset. You want to force him out of 2C spacing as much as humanly possible. 5C is your friend. Things like superjump > air dash can be answered with Lab 2C. Bubble occasionally works, but only if knife toss isn’t coming; fast knives will interrupt bubble start-up. You can really only set bubble if he’s backing off (IABD or backjump). Throw/throw-tech baits: his bait option is really strong in 2C, but it loses to 1-7-1 since you get a FC air throw. FC air grab near the corner = dead Sho. Blockstings NEVER HIT A BUTTON BEFORE HIS SWEEP. Unlike Minazuki’s sweep, Sho’s is gapless even on IB. In general, don’t hit a button. You must be certain that you’re tagging the pressure reset and not a frame trap. Sho's lower damage output allows you to take a risk every so often, but risk/reward. Sho lacks a good overhead to gatling into after his B and C normals so during these strings you can generally safely block low and focus on pressure resets and high-speed movement High-speed Movement: If you see the movement and press roll immediately, most of the time, you’ll get out. Kara Helmbreaker (j.236C > j.236AB) After 5A. After third hit of auto combo. Can be delayed for 50/50 between Overhead/empty jump low Raw. Technically can also be done after 2C, but this usually goes immediately into empty-jump low. Unlike Minazuki, 5A is his only normal that’s jump-cancellable on block. Goes into good damage on hit. Typically, block high after 5A due to the fact that he can’t go into 2A after 5A. Block low again for the sweep! On defence: can meterless punish with superjump>air dash>j.2C if timed properly NEVER USE GEARS MIDSCREEN With meter, he can do horrible things to you for using Gears even in the corner. Block strings tend to “accidentally” put him on the other side of you, baiting Gears. Bull is kind of okay. HSM mix-up means he’s out, however. Sho's defensive options DP: Cannot be super cancelled in the air so punishes are generally safe to do. Air DP is OH. 214AB: 6 frames, safe on block, good CH starter Both supers would function as a reversal and do good damage GCR and GCA are strong cause of hitbox
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Yukari Priority is stopping orbs. Labrys’s persona normals are Level 4 projectiles, so use those to break the orbs. Can block orb in air. Alternatively, block arrow in the air provided there isn’t a bomb out. You may end up blocking but it's not going to be a gigantic detriment if arrow is blocked full-screen Reminder: orb stays out even if you break the persona, which is why fighting it with another projectile is one route. Can do things like 5A/2B > jump cancel to keep yourself safe. Orb will stay on screen but you will take a card and establish a threat for if Yukari throws out orbs too sparingly. 2C is very good if they like to fly around after setting an orb. Requires a read and/or knowledge of player tendencies; loses to Yukari’s 236A (ground spiral arrow). 2C will not eat all the active frames of 236A, so the trade isn’t entirely favourable. 5C is an option if they prefer to play grounded. Majority of the time: NEUTRAL TECH EVERYTHING. “GIMMICK THE F*** OUT OF YOU”: the Yukari play style (particularly with bombs out). Best option for avoiding stupid resets. DP>Magarula = backteching puts you into air blocking Magarula, so neutral tech always. Air orb: RUN STRAIGHT FORWARD, go in, go ham (The braver if riskier way of handling it). If timed right, can also backdash if an arrow is shot through the orb and you can either make it whiff or end up IB'ing it. 2B: not the best anti-air vs. Yukari; go for 5A. Situationally, 2B is your friend. Not good when you’re chasing her down, good for calling out the air dash. j.2B is going to prevent you from 2Bing. Run-under 5A will either clip her or put her in pressure. Knockdown gimmick: j.D > j.A = catches upback with the j.A. LABRYS 2B BEATS THIS SET-UP CLEAN. The pushback on Labrys’s moves means IB is not your friend; be very wary of IB DP from Yukari. Jump-back j.B to bait throw and DP. Bomb is annoying in neutral but she does need to cover the recovery; if she doesn’t cover it well, run in and punish. Main takeaway: AWARENESS. Yes, she can put stuff on the screen, but that doesn’t mean to never challenge her. If you airblock any button, land and block low. She does not have a fast overhead (lol AoA). Double-jumping on air tech doesn’t work versus her due to the fact that you’re not baiting an anti-air and you’ll get hit by a bomb. Delaying your landing just gives her time to set-up. The more time you’re in the air while she’s on the ground, the worse your life is going to be — you are not in an advantageous situation here. At super-jump height, just IAD/airdash out. Superjump > airdash is more reliable for getting out due to her limited chasedown options (provided you don’t hit a button and let yourself get CH’d). DP: never goes into knockdown; you can always air tech. Neutral ground tech allows you to punish an attempted j.A block string; if they try to punish that, vary and air tech to get out. Pressure strings: Typically based around stagger 5A, resets come from the orbs. Her stagger isn’t that threatening; just recognize when throw is an option and choose your options accordingly. You can tech regularly; her options against 1-7-1 aren’t tremendous. To bait OSes, she needs to use an orb, which will hurt. 5D: hugely plus on block, major reset button. 5C/2C > 5D is a common thing. 2C: jump-cancelable on block. She has numerous jump options on block, but they aren’t hugely threatening. j.C stuff: run-up 2B or 5A anti-air; the risk is Feather Arrow/j.236x. j.C is typically the cross-up and get-out point. Yukari’s strength is that any random hit will convert hard, so your goal is to avoid being clipped as much as possible to save your HP. Yukari’s defence: DP: it does work versus Labrys, but does not give a knockdown. IB>5A mash is effective due to her 5A being bigger than it appears and the high reward. Gaps in strings: she can superjump j.2B out. She’s guaranteed to get out if you give her leeway to do this and, worse, if you get hit, that’s a free combo. She’ll hit the top of the screen and have a hitbox all the way down. Your option is a preemptive 2C, which is likely to get you killed. Better option: air-to-air. However, air-to-air option has to be preemptive or after the j.2B, which means she can catch you. Has same universal options as everyone: backdash is worrying only in meaty arrow okizeme or other strange situations with meaty throw; Labrys’s strings automatically punish backdashing. Hyper Feather Shoot super: Projectile. Roll it at flash. No combo without meter (100 meter for the OMC). If she DPs with 100 meter, expect super > OMC. Fatal Recovery. Has almost no vertical hitbox; if you aren’t extending your hurt box downward, the lack of a vertical hotbox super will prevent it from clipping you. MAGARULA (“knockoff Titano”): Burst>Magarula or 236x>Magarula. Roll the 236 at the right time (Rolls are frame 1 projectile invuln so you can time your roll pretty late, which is very important if they chose to use 236B). Burst>Magarula is tight; you cannot do anything about this. D Gears is a punish if she pops Magarula raw. Blocking Magarula: you have to take the high-low. If she’s in the air, you can narrow down your options — OS block the jump-in and empty-jump low. IAD: 3-4 hits of the j.A. j.A > j.2B whiff for a quick high-low obscured by the tornado. Empty-jump AoA can hit and be faked out with a bomb toss. If she autopilots the mix-up, Guard Cancel Roll out. She can cover this. Before she starts the mix-up, look for an orb outside the pillar. Air-turn orb is your clue that GCR is not your friend. Pre-mix-up, you have quite a bit of time to mash IB and get meter for any reversal options and/or free meter. Lowest possible jump height will allow you to airblock the tornado and prevent the bomb from hitting you. SB Magarula: do not GCR. GCA > OMC is a risk you can take if you have the meter and/or you need to get out. Hard to judge the GCA use due to how much she can have out at any given time.
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Margaret Strongest points in neutral are her going in a top-down arc, and straight forward. Best choices are to bulldog her to force her into the air and make the hitboxes on her air fireballs whiff, or be just out of her j.B range in the air. Really you wanna make the judgement of whether or not she's going to try to rain down on you with air movement options and fireballs or if she's going to prefer to stay grounded. Neutral buttons to be noted 2A: Gigantic low slide 5A: Big, silly, fast, chest attribute 5B: Gigantic forward charge that starts pressure from a long distance 5C: Gigantic Persona normal which can AA but is also chest, still don't recommend sweep vs Margaret Sweep: Fullscreen shockwave, can hop it, no gigantic reward on hit/block but a good round ender/way to make you block j.A: very quick, gatlings into itself, usually done for quick air to airs j.B: Quick large space control, basically air 5B j.C: Like Adachi j.C. That's it. Basically that Pressure involves a lot of reverse beating and pressure resets. Has dash cancels off 5A and 5C, can do 5B twice in a blockstring (ex: 5B>5A>5B) can attempt a command grab with 5D or try to preemptively AA you with 2D. If you see Ardha come out and react, 2D will not catch you because it will hit too early. 2D only catches pre-emptive jumps, but not jumps on reaction to Ardha coming out. if she makes you block 236D you can mash IB and 5A the persona after (don't try in corner however because her frametrap options are too good. Can DP if she commits to most of her extended persona pressure, If she tries hop j.C however DP will get blocked Defensive options 2B: On block if she doesn't go into another ground button immediately as possible, or it isn't blocked point-blank, she'll go into the air and can't double jump or air dash until well within your 2B timing DP: Can be outspaced by many of Labrys's strings. Power Slash: If meter is available, she is guaranteed a free out when doing arrow oki, since you can't roll it or it will hit Ariadne and be active enough to hit Labrys as well. On non-arrow oki, just roll it on reaction. Can get IK'd. Panta Rhei: Not very much invuln, loses to good spacing. Can be rolled if point-blank. Will beat rolls if too far, in these cases you can SB Chain Knuckle it, and can use the pull in to be invuln (chain pull with no followup is projectile invuln) even on block. Buttons to use 5A: not anywhere near as strong as vs other characters but still good if you're close enough Sweep: despite earlier comments, Sweep may be a decent option now and again just to establish ground spacing with a large and quick button j.A: Pretty strong air-to-air with how Margaret angles work j.2B: fantastic at air-to-air vs Margaret 5C: helpful at midrange but be wary due to Margaret's air angles In addition to these, Labrys has a special Margaret-specific frametrap with 5AA>delay 5AAA which will OS her DP and still bait 2B mash. Here it is in action, a slightly neta combo route but the concept works: https://www.youtube.com/watch?v=HN6VnKj2NEY
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I gave a rundown in the Labrys Skype chat, so I'm basically going to abridge what I said there: Optimal combos: Pressure: Neutral/Defense: Hope this helps anyone who looks at the set, needs advice in general!
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Hey guys! Gonna do a Labrys general overview stream this Saturday at noon PST (3 PM EST) If there's anything you wanna know about the character, you can tune in here and ask! http://www.twitch.tv/r_squared_a
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Umeda Namco Casuals S.Labrys vs. Minazuki: https://www.youtube.com/watch?v=K9P4tIid_Yc&feature=player_detailpage#t=27 S.Labrys vs. Kanji: https://www.youtube.com/watch?v=K9P4tIid_Yc&feature=player_detailpage#t=240 Minazuki vs. Labrys: https://www.youtube.com/watch?v=K9P4tIid_Yc&feature=player_detailpage#t=1039 S.Akihiko vs. S.Labrys: https://www.youtube.com/watch?v=OaC4GzFDCOA&feature=player_detailpage#t=269 S.Labrys vs. Minazuki: https://www.youtube.com/watch?v=OaC4GzFDCOA&feature=player_detailpage#t=2101 S.Labrys vs. Adachi: https://www.youtube.com/watch?v=kozeH3wf9_c&feature=player_detailpage#t=1126 S.Labrys vs. Sho: https://www.youtube.com/watch?v=kozeH3wf9_c&feature=player_detailpage#t=1326 S.Labrys vs. Minazuki: https://www.youtube.com/watch?v=kozeH3wf9_c&feature=player_detailpage#t=2999 and that's everything from that particular date
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We have translated -confirmed- Labrys changes guys! (Translation by Bull [shoutouts to the most fitting name for our TL guy to have]) General change: Normals: Specials: Supers: Stuff shown in footage released with the official info (shown here - https://www.youtube.com/watch?feature=player_detailpage&v=tjVCdJaSHAU#t=371 ) : Ambiguous stuff/weird translations:
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I also took the liberty of starting a Leo Skype chat! My skype is rsquareda, lemme know if you want in! Also, the link to the video of Leo's IK doesn't seem to work from the evernote so I'll also post it here https://www.youtube.com/watch?v=vzZlBaeNTSo
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Alright, got some basic notes on what everything does! https://www.evernote.com/shard/s447/sh/3e39e8b8-bc62-41ef-ae79-99e662b65109/873cc68c4a2e047a84124cdef7445d17
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Just got the last bit of info translated thanks to a friend of mine and added it to the updated evernote! 5AA went from being -6 on block to being -2! https://www.evernote.com/shard/s447/sh/db50167a-4d72-4ef6-89d5-7c09b33dc414/fc8ad5042d73c717375de5c364297091
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5AA>5B details are still being TL'd, will add to the evernote as soon as we get the full translation on it.
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Here's all the stuff we know so far, lemme know if I'm missing anything! https://www.evernote.com/shard/s447/sh/db50167a-4d72-4ef6-89d5-7c09b33dc414/fc8ad5042d73c717375de5c364297091
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Here's some untranslated stuff that Tectal was kind enough to link http://jbbs.shitaraba.net/bbs/lite/read.cgi/game/52991/1407985998/l30
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From stuff I had a friend translate: -DP is faster than Shabrys' when the guard point is activated, lots of pushback on block and a lot better. Can't combo off CH DP normally unless you hold it or something of that variety. -214A proration got fixed, a lot more otg time, 2A>2A>5B>2AB>214A>236236D works again -Apparently takes real effort to get moved down to blue -this one I just Google Translated cause the guy was asleep, apparently took around 10 seconds of blocking while in Red Axe to move down to Yellow.
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Here's the hashtag JP players are using on Twitter for Labrys updates/info: #P4U2ラビリスロケテ情報
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Got a couple of leaked details early on for what we're gonna see: -Labrys default axe color gravitates towards Green again, harder to decrease the higher axe levels. -C and SB Bull increases axe level on hit -DP got faster on "countering a move" or something of that variety, unsure what it means. Apparently better on block? Now here's my take on this. See, with a steady gravitation towards Green again, Green-to-Red's gonna be a lot more consistent, especially the ones that'd drop early on cause you were in the lower part of Green Axe due to Blue Axe gravitation. Being able to keep higher axe levels longer also greatly helps the issue of "I was Red a second ago then I got reversal'd and but in Green/Blue," but that's just speculation until we see how much it was really buffed. C and SB Bull increase Axe level on hit. We also got confirmation that throws are super-cancellable. Can be easy burst-proof damage from throw>C Bull and go from Yellow to Red. Also completely burst-proof combo route from throw>C Bull>OMB>214B>D Bull. DP change is still sketch until we see at least -some- footage
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Made this post for any and all 2.0 Labrys changes that we'll see in the near future.
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If you want you can add me on skype (rsquareda) and I can help out. I'll be busy this weekend in particular but anytime after I should have no problems.
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Okay for beginners, here's your starting combo: 5AA>5B>Sweep>22B (22A in corner). You can then hit their wakeup with 5A and get plenty of options off of that. Using 214214C/D is your main reversal in awakening, but don't use it midscreen. 214214A is a combo tool for advanced Red Axe combos so don't worry about it now. 214214B is garbage, literally -never- use it. If 5B/2B is having a delay you're probably accidentally double tapping the button too fast and getting charged 5B/2B. Just tap the button once and it shouldn't cause problems.