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Everything posted by Tari
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It's easier to combo into C super without the j.B, iirc. The timing on j.B is somewhat tight, but it's still reasonably easy to combo. If you think it's not going to connect, though, definitely go straight for the j.C. The j.B > j.C version is actually listed in the midscreen 'all axe level' combos up above, and is demonstrated in the video, if you want a timing reference.
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Yeah, it works well against some supers and IKs. It doesn't really do much else, though, lol.
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Wow, I didn't realize until just now that Labrys' IK was actually, by design, completely impossible to combo. It's like a gold burst. Even if you theoretically would have combo'd it, it just goes through the opponent. Ahhh, oh well.
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More worthwhile to do "B+D (CH) > dash 5A > 2B > hj.B > j.C > j.214B" in any situation where you're not at red axe and you're going for damage. Does slightly more damage than skipping the j.B, and still combos into the supers (though as usual, the C super is irritating to combo into). If you're fully cornered, you can still pick up the B+D into a combo, by the way. You just have to dash before the 5A. The only place this combo whiffs is when the opponent is cornered, as the opponent will fall to the ground too quickly after wall bouncing. In red axe, the highest damage, most stable combo you can do from FC B+D is something like "FC B+D > 5AA > 2C > [b+D] > dash 2A > 2B > 2C > 214B > 236236C/D".
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Did a couple variations on toen's chain combo for corner carry in the combo vid, too, haha.
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Team battle sounds pretty hilarious and awesome. Definitely going to mash some more Aquapazza this weekend. For anyone who wants to learn Gundam, don't worry about being bad or whatever, most of the more experienced people are more than willing to help you learn the ropes. :D
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Right, forgot about the 5B CH/FC starters. Also forgot about yellow axe 5AAA > 236A/B > SB followup combos. And yeah, playing Labrys shouldn't really revolve around red axe combos, so I understand where you're coming from, Transient. xD
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Hm, I'll see if I can throw something together then. Here's a list of red axe combo paths that I can think of at the moment. Please add or suggest other things if you think of anything. Starters: - 2B (FC) > late j.B > 2C > [b+D] - 2B > j.B > j.C > 5A > 2C > [b+D] - (midscreen) 5AA > 5AA > 2C > [b+D] - (corner) 5AA Fillers: - (midscreen) 5A > 2C > [b+D] - (corner, FC) 5AA > (2C x4~7) Enders: - (midscreen, high prorate) 2A > 2B > hj.B > j.214B > 236236D - (midscreen, low prorate) 2A > 2B > 2C > 214B > 236236D - (corner, FC) 2C > 214B (girokasu) > 2A > 2B > hj.B > j.214B > 236236D - (corner, non-FC) 2C > j.BB > jc j.BB > j.C > j.214B > 236236D - (corner, non-FC ) 2A > 5B > 236A > A followup > 2B > hj.BB > j.C > j.214B > 236236D edit: not mentioning the smp 5B loop combos for the time being. those will probably have their own section.
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Yeah, that's a pretty good suggestion. 'Advanced combo theory'. Need to think of how to format that. I originally was thinking of listing common optimal red axe combo paths, but there isn't a good way to do that in a traditional combo thread, as far as I know, especially since the starters and screen positions change how the combos end and how many reps can be performed.
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http://www.youtube.com/watch?v=CihAPavVmDc Labrys combo vid.
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New combo video: http://www.youtube.com/watch?v=CihAPavVmDc I think I'm probably done recording combo vids for a while, need to actually learn to play the game and not just mash combos out, lol. ---- Advanced thread is probably going to be only red axe stuff. Might have yellow axe, too, but I'm somewhat dubious about that. I think it'll follow the same format as the intro thread, just with nothing but red axe combos. That said, I'm not really sure what combos to put in there at the moment, as most of the 'advanced' combos are variations of the 5A > 2C midscreen loop or the 2C xN corner loop. The other combos are the Chie specific ones, midscreen j.BB combos, and the 5B smp loop combos.
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Notes Remember that at higher axe levels, all lower axe level combos can still be used! (ie: green axe combos can still be performed even if you have red axe) This list focuses on introductory, more fundamental combos. There will be another list that focuses on optimized red axe combos later on. Most combos that end in either air or ground guillotine can combo into the Beast/Moujuu super For information/help on performing the 'girokasu' technique or on cancelling Air Guillotine into 236236C/D supers, please refer to this video. All Axe: - No damage/meter values listed due to varying axe levels Midscreen or Corner: (video demonstrations) 5AAAA 5AAA > 236A/B > 6 > A followup [50 meter] 5AAAA > OMC > dash 2B > hj.B > j.C > j.214B 2A(AA) > 5B > 2A+B > 214A 2B > j.B > jc j.B > j.214B j.B (air CH) > 5A > 2B > hj.B > j.C > j.214B AOA (15 hits) > C Ender > j.A > j.B > jc j.A > j.B > j.C > j.214B [25 meter] 5AAA > 236A/B > 6 > A+B followup > j.A > jc j.A > j.C > j.214B [50 meter] Throw > OMC > 2B > j.B > jc j.B > j.214B Midscreen only: (video demonstrations) AOA (15 hits) > C Ender > j.BB > jc j.214B (Girokasu) > j.A/j.B > j.C > j.214B B+D (CH) > dash 5A > 2B > hj.B > j.C > j.214B [25 meter] 5AA > 214A+B > 22B > 2A > 2B > sword hit 1 > j.B > sword hit 2 > 5B > 2A+B Corner only: (video demonstrations) AOA (15 hits) > C ender > j.BB > jc j.BB > j.C > j.214B AOA (15 hits) > D ender > 5AAA > 214B AOA (15 hits) > D ender > 5A > 5B > 236B > 6 > A followup > j.A > j.C > j.214B Tsurugi hit (or OMB) > charge 5B > 2B > hj.BB > j.C > j.214B Tsurugi hit (or OMB) > charge 5B > 2C > j.BB > jc j.B > j.C > j.214B Air throw (towards corner) > j.C > j.214B Air throw (towards corner) > 5A > 2B > hj.B > j.C > j.214B Green Axe: - These combos differ from the 'all combos' because these raise axe levels from green to red in one combo - Damage and meter gain values are approximately from average green axe value Midscreen or Corner: (video demonstrations) [25 meter] 5AA > 214A+B > dash 5A > 2B > hj.B > j.C > j.214B (1945 dmg, 6 meter gain) [50 meter] 5AAAA > OMC > dash 2B > j.B > dj.B > j.C > j.214B (2216 dmg, 24 meter gain) [75 meter] Throw > OMC > dash 5AA > 214A+B > dash 5A > 2B > hj.B > j.C > j.214B (2867 dmg, 7 meter gain) Midscreen only: (video demonstrations) [25 meter] 5AA > 214A+B > 22A/B > 2A > 2B > (sword hit 1 + 2) > j.B > 5B > 2A+B > oki (2101 dmg, 6 meter gain) [25 meter] 5AA > 214A+B > 22A > 2A > 5B > (sword hit 1) > 2A+B > (sword hit 2) > 2B > hj.B > j.C > j.214B (2470 dmg, 6 meter gain) [*] this can be ended with red axe D super for 5230 dmg Corner only: (video demonstrations) [*] [75 meter] Throw > OMC > 5A > 5B > 214A+B > 5A > 2B > hj.BB > j.C > j.214B (3277 dmg, 7 meter gain) [*] [burst] Throw > OMB > charge 5B > 22A > 5AA > (sword hit) > charge 2B > j.B > jc j.BB > j.C > j.214B (3859 dmg, 8 meter gain) Yellow Axe: - No damage/meter value listed due to inability to measure exact amount of yellow axe at start of combos Midscreen or Corner: (video demonstrations) [*] 5AA > 5AAA > 214B [*] 5AA > dash 5AA > 5AAAA [*] 5A > 2B > j.B > jc j.B > j.C > j.214B (in yellow and red axe, 5A > 2B combos on standing opponents) [*] 5A > 5B > 236A > A/B Followup (in yellow and red axe, 5B > 236A combos) Midscreen only: (video demonstrations) [*] B+D (counterhit) > 5AAAA Corner only: (video demonstrations) [*] 5AA > dash 5AAA > 5AAAA Red Axe: Midscreen or Corner: (video demonstrations) 5AA > 5AA > 5AA > 5AA > 5AAAA (1827 dmg, 35 meter gain) [*] off of FC starter, can do another 5AA loop [*] 5A (or 2A) > 5B > 236A/B > A Followup > dash 5AAA > 214B (2663 dmg, 38 meter gain) [*] 5A (or 2A) > 5B > 236A/B > A Followup > dash 2B > hj.B > j.C > j.214B (2728 dmg, 27 meter gain) Midscreen only: (video demonstrations) [*] 5AA > dash 5AA > 2C > FC [b+D] > dash 5A > 2C > FC [b+D] > dash 2A > 2B > 2C > 214B (3269 dmg, 39 meter gain) Corner only: (video demonstrations) [*] AOA (15 hits) > D ender > 5AA > 2C > 2C > hj.BB > j.C > j.214B (3204 dmg, 41 meter gain) [*] 5AA (Fatal Counter) > 5AA > 2C x1~5 times > hj.BB > j.C > j.214B (2378-3322 dmg, 25-40 meter gain) [*] it's possible to do 6 or 7 loops of 2C, but timing the loops becomes much tighter after 5 [*] alternatively, you can also do "...2C x1~5 times > j.BB > jc j.BB > j.C > j.214C" for similar meter gain and damage [*] to get fatal counter B+D in red axe, simply hold the R-Action down for its maximum duration [*] [burst] Throw > OMB > charge 5B > 236B > A Followup > dash 2B > hj.B > j.C > j.214B (4325 dmg, 8 meter gain) [*] Tsurugi Hit > charge 5B > 236B > A Followup > dash 2B > hj.B > j.C > j.214B (3055 dmg, 30 meter gain)
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This thread is for posting any and all combos for Labrys. This thread will be updated continuously over time so all contributions are welcome. For more advanced combos, please see the Optimal Combo Thread. The old combo thread can be found here. [table=width: 710, align: center] General Notations UsedSpecial Notation Used [table=width: 335, class: grid] j.Jump hj.High Jump ad.Air Dash iad.Instant Air Dash mj.Mini Jump dj.Double Jump jc.Jump Cancel hjc.High Jump Cancelji.Jump Install dc.Dash Cancelsc.Super Cancel CHCounter HitFCFatal Counter OMCOne More CancelOMBOne More Burst AOA-CAll-Out Attack ending with C finish AOA-DAll-Out Attack ending with D finish QEQuick EscapeATAir Turn { }Whiffed Input[ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] [table=width: 335, class: grid] DM:Damage SP:SP Gain TextCounter Hit Combos[/table][/table]
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If Yosuke's at neutral during the superflash, he can just backdash if you do a far wheel super, or roll if you do a near wheel super. Or, you know, just jump. As far as EX Kill Rush goes, he can do it late during the wheel super and persona break Labrys. He'll trade with one hit of the wheel at worst, but his normals are all faster than Labrys', so he wins on that trade anyway.
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You have a good point. I tend to just ignore the amount of life I lose from doing my combos, haha. Blue health sucks, but I'll usually take the damage over saving my health. That said, in this case, the damage is fairly close between the two combos, so I might go for the non-maximized combo. The highest damage combo off of 2B FC without going into 2C loops that I can think of is this one: - 2B > j.BB > jc j.214B (girokasu) > 2B > j.BB > land > j.B > jc j.B > j.C > j.214B > 236236D (6905 dmg, 41 meter gain before super) It's arguably harder to do, though, because of the air girokasu.
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Oh, I figured out how the SMP loop thing works, finally. It's quite stupid. You need to use 10 unique moves before using whichever move you're going to loop. OMB does not count as a move, it's simply used to reverse the proration of the combo prior to starting the SMP loop. This is because the game only keeps track of the first ten moves that are used in a combo, and stops caring if you repeat moves after those. Rather odd system. For example... 5AA > 2A > 2B > hj.BB > j.C > j.214B... has exactly 10 unique hits in it, none of which involve 5B, which is the move that gets looped after the OMB. Certain multi-hit moves do not have each hit considered unique. Notably, I believe all projectile moves are only considered a single hit (j.C, 2C, etc.). For some reason, ground guillotine appears to be considered one unique hit, as well. In theory, you can use any of the ten moves more than once, as long as you have a total of 10 unique hits prior to the SMP loop. That said, repeating any move tends to lower the prorate of the combo by so much that any SMP loop becomes impossible. ------ Back on topic, off of 2B FC, you can get more damage by just comboing back into the 5A > 2C loops, as dumb as it may sound. - 2B FC > j.B > j.C > 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > 2C > 214B > 236236D If you're in the corner, that combo obviously won't work (unless you side-swap on the j.C > 5A, but there's no real point to doing so), but you can just go into 2C loops, so no real problem there. As far as the j.BB loops go, one of the earlier combo videos for Labrys had a ton of j.BBs in it. I believe the player actually OMBs to do another 2 j.BBs at the end of the combo, just for the hell of it. It's basically Kro's combo, minus the ender.
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There's actually a pretty huge window where you can cancel too early, though in some cases it'll still combo. Best to always confirm that you've hit the ground before you hit the button to activate the super.
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C super: - Combos most easily if you hit the opponent with the j.214x move while they are above you in mid-air. - Can be combo'd into even if you hit the opponent while they're below you, but the cancel window shrinks to a window so small it's virtually not worth doing. - Has slower startup than D super, hence the stricter requirements for comboing into it. D super: - Has faster startup than C super, so is almost always combo-able. For both supers, you have to cancel as fast as you can after hitting the ground from the j.214x move. Note that the cancel windows also shrink if the combo leading up to them is heavily prorated. - Video Reference/Tutorial
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If someone tries to DP after blocking your chain, I'm fairly sure it's always punishable if you simply don't do a chain followup, as not doing a followup basically puts both you and your opponent back into a neutral state. As far as the A followup > throw thing goes, I just checked. It'll work on any character with slow enough normals (Mitsuru, Labrys, etc.), but only if they don't IB the A followup.
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Oh, yeah, that's a good point to throw people if you think they'll try to mash out without spamming DP. Sorry about the misunderstanding, lol. @FlyingVe: It's definitely unsafe. Cancelling 2C into any other persona move instantly ends the 2C, so the opponent basically recovers as soon as you start the next move.
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If you commit to 5A and Labrys uses her DP, you can always cancel into your own DP or super and win (unless you do it too early).
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Not that unusual, as far as I know. Some of her negative moves are jump cancel-able, as well. Since Labry's fastest normal is 7 frames, if you try to do a normal after the A followup and the opponent goes for a throw (most characters have 5 frame throws), you'll typically lose. Not sure if that was what you meant, though.
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Unconfirmed data off the jpwiki, but I'm too lazy to double check the numbers. Most of it seems alright when compared to numbers we've come up with ourselves. Normals, etc: [table=width: 500, class: grid, align: left] Move Startup Frame Adv. 5A 7 -7 5AA 13 -1 5AAA 20 -8 2A 7 -1 5B 15 -8 5B(charge) 35f? +8 5B(unblock) 120f? - 2B 17 -5 2B(charge) 42f? 0 5C 31 -6 2C 29 -2 5D 45 +9 5DD - - j.A 9 ? j.B 17 ? j.BB 13 ? j.C 13 ? j.D ? ? Sweep 15 -6 All-Out Attack 27 -17 Ground Throw 5 - shorter active window than other characters: 3 active frames, 19 frames on whiff Air throw 5 - Guard Cancel ? ? One More Burst 16 +10 [/table] Specials: [table=width: 500, class: grid, align: left] Move [/td] Startup Frame Adv. R-Action (Type-5 Slash Axe) 26 -29 can be extended by 30 frames Guillotine Axe A 11, 25 -5 Guillotine Axe B 19, 31 0 Guillotine Axe SB 17, ? -5 Guillotine Aerial A 11, ?, ? -11 (lv1), -5 (lv2) Guillotine Aerial B 17, ?, ? -8 (lv1), -1 (lv2) Guillotine Aerial SB ?, ?, ? -3 (lv1), +4 (lv2) Chain Knuckle A 19 0 Chain Knuckle B 24 0 Chain Knuckle SB ? 0 Knuckle Followup A 20 +1 Knuckle Followup B 9 -6 Knuckle Followup SB 11 -4 Weaver's Art: Tsurugi ? ? can be held for around 38 frames [/table] Supers: [table=width: 500, class: grid, align: left] Move [td]Startup Frame Adv. Weaver's Art: Moujuu (Beast) C 19 ? Weaver's Art: Moujuu (Beast) D 11 ? Weaver's Art: Sharinkei (Breaking Wheel) C/D 18 +18 Brutal Impact A ? ? Brutal Impact B ? ? [/table]
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Yeah, you can do multiple 2As into 2B.