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Thread: Labrys - Tsurugi Setup Compilation

  1. #1
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    Labrys - Tsurugi Setup Compilation

    Tsurugi (22A/B/C/D) is a very unique aspect about Labrys and evolves her play to new levels once you achieve an understanding of it. All versions have the same amount of startup but the range in which they appear is different.
    • A appears about a characters width in front of Labrys
    • B version is 2 characters width
    • C version is about 2/4's of the screen
    • D version is about 3/4's of the screen
    Once activated, the any button can be held down to delay when the Tsurugi will emerge from the ground. For example:

    Inputting 22A and holding it will delay the sword activation. But you can also input 22A then hold D so that A is once again free to you. D is the optimal button to be held in most cases as it is the least convenient compared to the other buttons available. This makes setups like Starter > Sweep > 22A~[D] > 214A possible where they wouldn't be otherwise

    Notes:
    • ~= Holding the corresponding button after inputting the special; [ ] = Holding down said button
    • Tsurugi will cancel if Ariadne or Labrys are hit anytime doing it's active frames
    • Optimal ways into Tsurugi are from Sweeps. Doing so in any other way is very unsafe
    • Most setups can be avoided if the opponent chooses not to tech immediately.
    • Tsurugi pressure is NEVER safe. Ever.

    In this collection I will lay out the setup, what it wins against (if any), what it loses to, and give a brief explanation about the setup itself. I encourage others to share any set ups they have created themselves or if there are more optimal versions to any I have already laid out in the compilation.


    Midscreen Setups

    A Tsurugi


    Starter > Sweep > 22A > dash in Throw

    Wins Against
    • Quick Escape

    Loses To
    • Reversals/Invul Startup Moves
    • Chicken Blocking
    Spoiler!



    Starter > Sweep > 22A~[D] > 214A

    Loses To
    • Reversals/Invul Startup Moves (214A CH's Teddie and Chie's B+D if it is done as early as possible)
    • Chicken Blocking
    • Quick Escape
    Spoiler!



    Starter > Sweep > 22A > IAD j.B

    Wins Against
    • Many B+D's

    Loses To
    • Yukiko, Kanji, Mitsuru B+D's/Invul Startup Moves
    • Chicken Blocking (To an extent)
    • Quick Escape
    Spoiler!



    Starter > Sweep > 22A > Quick Escape

    Wins Against
    • Many B+D's

    Loses To
    • Yukiko and Kanji's B+D/Invul Startup Moves
    • Wake Up Throws
    • Chicken Blocking*
    • Quick Escape
    Spoiler!



    Starter > Sweep > 22A~[D] > 236A

    Wins Against
    • Specific B+D's

    Loses Against
    • Invul Startup Moves
    • Quick Escape
    • Chicken Blocking
    Spoiler!



    B Tsurugi


    Starter > Sweep > 22[B] > dash in 2AxN

    Wins Against
    • Chicken Blocking
    • Quick Escape

    Loses to
    • Reversals/Invul Startup Moves
    Spoiler!



    C Tsurugi


    Last edited by Setsuna; 08-20-2012 at 05:12 AM.

  2. #2
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    Corner Setups


    Tsurugi loses much of it's potency when it's used in the corner.
    • Only the A version of Tsurugi will be available to you
    • Ariadne will be directly in their face, if shes hit then Tsurugi will end
    But a new entry point becomes available to you. In the form of Labry's AoA (A+B). An example of this is:

    5AAA > AoA , 22A

    AoA into 22A is a link, you must finish for Labrys's AoA animation to finish before you can input the special. Going into AoA as opposed to Sweep grants Labrys more frame advantage. If your too close to the corner the Tsurugi may be slightly off screen and will whiff. So be sure to be mindful of positioning.

    A Tsurugi


    Starter > Sweep/AoA > 22A > Throw

    Wins Against
    • Quick Escape

    Loses To
    • Reversals/Invul Startup Moves
    • Chicken Blocking

    Spoiler!


    Starter > Sweep/AoA > 22A~[D] > 214A

    Wins Against
    • Quick Escape
    • Chicken Blocking
    • Throws

    Loses To
    • Reversals/Invul Startup Moves

    Spoiler!


    Starter > Sweep/AoA > 22A~[D] > AoA > 22A/AoA Rush

    Wins Against
    • Certain B+D's

    Loses To
    • Quick Escape
    • Chicken Blocking
    • Invul Startup moves
    • Certain B+D's

    Spoiler!

    Last edited by Serph; 08-22-2012 at 08:21 PM.

  3. #3
    New Kid in School Shiranui's Avatar
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    I am a big fan of this. A really big fan. This is one of my favorite aspects to the character.

    C version only seems to get mileage if you use 2A(x3) > 5B > sweep as your entry into the Tsurugi.

    If you hold it down for a moment and do a IAD j.B, it'll cross up and combo and you have some hefty damage set up.
    You can also delay the dash slightly and it won't crossup on some characters. Overall not a very great setup and works only after training someone to stay put after a sweep... which is even harder to do.
    ALL DAY.
    But mostly Labby.

  4. #4
    New Kid in School
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    What the fuck is "chicken blocking" ? x)
    Never heard of it in any fighting game I played before

    Anyway, you forgot to mention the result on a wake up backdash, wake up jump (especially jump straight or ahead since it may punish some of the setup), wake up short hop (invul to low at first frame, so basically rape tsurugi dash 2AxN) and... the wake up mash button :P

    Also, Labrys doesn't always win or lose straight to a setup, sometimes the result is just a neutral game or a slight disadvantage (when they quick escape out of Tsurugi 214A or Tsurugi 5B, Labrys doesn't get punished for it, but neither does the opponent)

    Anyway, a setup that I like to use :
    Works best if Labrys is very close

    sweep xx 22B~[D] > 2B xx 214B > ]D[

    Wins against :
    Jump out
    Backdash
    Short hop
    Mash buttons
    Blocking*

    Neutral against :
    (I don't really know if it's a slight advantage or disadvantage, I still don't own the game... )
    Quick escape

    Loses to :
    Most likely any B+D or invul move


    *since since your opponent will most likely not get hit by the 214B overhead, you can hit confirm the 2B. If the 2B hits you release tsurugi right when 214B hits and you get a nice combo. If the 2B is blocked, you can delay the tsurugi release a bit after the 214B so that you keep advantage

  5. #5
    3rd Year redsilversnake's Avatar
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    Quote Originally Posted by 7r17r1 View Post
    What the fuck is "chicken blocking" ? x)
    It's where you jump and block to avoid mix-up. It's not that good in this game, since jumps not only have startup, but five frames where you can't block, but once you're in the air (and are in blockstun, which saves you from air unblockables), you're safe from a few things until you land.

  6. #6
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    Like the title says, it's still a work in progress. I just wanted to get the post out so I can see other users reactions or points before I start correcting it.

    Quote Originally Posted by 7r17r1 View Post
    wake up backdash
    There are a couple frames in this game where once you ukemi, you can't backdash at all. In some setups I mashed backdash on wakeup and it never came out. So I didn't see the point in listing it as an option. Also, short hop is terrible in this game. I don't know why someone would ever do it on their wakeup. But it does win against some setups. Might as well put them in

    Quote Originally Posted by 7r17r1 View Post
    sweep xx 22B~[D] > 2B xx 214B > ]D[
    Thats an interesting setup. But I'd rather do 214A than 214B. The B versions startup is even more noticeable than the A version. And the A version still behaves the same way as the B version
    Last edited by Serph; 08-19-2012 at 05:58 PM.

  7. #7
    New Kid in School
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    Tks for the chic'n blocking explanation

    The wake up backdash is really bad in this game, but, since a lot of this tsurugi setup don't meaty Labrys' opponent, they are able to backdash out of some setup.
    As for wake up short hop, I also think this option is bad, but when you think about it, it's suppose to be better than wake up quick escape since it's invulnerable at "something" at the very first frame. And in fact, I see a lot of people trying to go for that option


    For the previous setup, I don't think going for 214A for "a better mix up" is a good idea... I don't see anygood player falling for it, especially since Labrys can't do 2B > 2A+B. But I think that 2B > 214A is a safe blockstring wherease 2B > 214B can be quick escaped to punish the 214B

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    New Kid in School loyaloath's Avatar
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    Thanks for posting this thread, Tsurugi is the thing that has been giving me the biggest problems with Labrys X_x the only other thing that is hurting me real bad right now is my chain knuckle timing.. but that's another story. I have been struggling on my own to figure out some even semi-safe ways to set up Tsurugi so this thread should help me a ton! It's such a great move and can set up some big hits I've mostly whiffed it so far but I guess its time to go to the lab and see how some of these things work!

  9. #9
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    Quote Originally Posted by 7r17r1 View Post
    sweep xx 22B~[D] > 2B xx 214B > ]D[

    Wins against :
    Jump out
    Backdash
    Short hop
    Mash buttons
    Blocking*

    Neutral against :
    (I don't really know if it's a slight advantage or disadvantage, I still don't own the game... )
    Quick escape

    Loses to :
    Most likely any B+D or invul move
    Have to make a correction here.

    It also loses to any 5-frame wakeup option (probably 6 frames, actually), so things like most character's throws, a lot of character's 5As, etc.

    It will only beat backdash if you don't make it as fast as possible, as well, so if you beat backdash, you start losing to mash. When you do it fast enough to make the gap only 5 or 6 frames, then backdashes are guaranteed to get the opponent out. Even if you release Tsurugi as fast as possible, they'll still be able to block it and jump or backdash a second time to get away.



    It is safe against rolls, though. The opponent will either get away for free or begin applying pressure on you.


    Also, some trivia here: You're right that 214A is much safer than 214B. It's actually gapless from 2B to 214A. That said, both Guillotines are actually inherently unsafe. If the opponent IBs the first hit, they can just use their reversal before the second hit.
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  10. #10
    New Kid in School SteelCoil's Avatar
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    http://www.dustloop.com/forums/showt...=1#post1384937

    So Starter > Sweep > 22A/B > Dash > Mini Jump > Air Turn > j.A can be used instead of Quick Escape for the novelty of being able to beat throws.
    The Air Turn j.A is optional with Tsurugi oki. Against Teddie, j.A will probably hit even without an Air Turn.
    The throw/hop mixup is also really good because they both start with dashes, so it can be hard to tell which is coming.

    Of course, you'll have to do something else to beat DPs, jump outs, Evasive Actions, and most standing stuff.

    Edit: If you plan on actually hitting with j.A, you have to hold down a button to get it to combo with Tsurugi.
    So it'll look like this:
    Starter > Sweep > 22A/B~[D] > Dash > Mini Jump > Air Turn > j.A
    Or
    Starter > Sweep > 22A/B > Dash > Mini Jump
    Last edited by SteelCoil; 08-28-2012 at 02:04 AM.

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