Alright, so Labrys is difficult to approach for Akihiko because of two simple moves: 5A(A) and j.B. These two moves cover the total necessary space to effectively keep Akihiko from getting in. Unlike other 5A's, we cannot Duck or Weave under it(you will get hit); it's fast for the space it covers, better range than ours, is jump-cancelable; it chains to her other normals; Laborkiss can tap 5AA to keep us at bay and we cannot counter-attack. We can escape, but she has us horizontally-challenged as well as vertically.
With j.B, a sweeping attack that goes under-over, she again commands a space that, with our poor reach, have difficulties gaining. Her j.B literally beats all our air options-j.A has too small a reach, j.B as well, coupled with the angle and Aki's low vertical jump compared to hers, and our j.C can match the range of her j.B but is comparatively slow and punishable. She can jump cancel her j.B too. And j.D is just...j.D.
Up close, it is a different story. Laybrys has to sit with our pressure. Her 5A has 7 frames of start-up. Her DP even more; speaking of her DP, it is so react-able that if she tries to do it, you can DP back or use something else.In fact, doing 5AA is a better option in most situations for her. If you pay close attention, her DP attempts will reap low reward for high risk. She can charge it though, so be wary if you are doing slow or long active framed attacks.
Attacks to use up close are 5A, 5AA, 2A, 5B, and 2C. Utilize 5A/2A's jump-cancel-ability, 5AA's vacuum effect, 5B's two hits, and 2C's neutral on block. 5C has good range vs speed, but don't forward-dash after it's blocked (-5).
Again, if you get within our specialty area, her j.B is no longer a threat. Air throw, j.A, and a correctly positioned j.B can beat it.
So how do we get in? Our normals can't help. Aki's C attacks are too slow, where they can just do 665A to take out the persona. Using Kill Rush, Corkscrew, or Closeout-Blow is risky but they can work. IAD j.B is also helpful, although 5A is a decent anti-air as well.
Other moves to out-poke us are 5C, the laser that fires in a figure 8. If she does it while you're at middle-range or farther, you can react Close-out Blow for free meter.
Chain Knuckle is easy to react to and punish. What I do is crouch mash DP. There is no gap when she does Chain>sweep, but not the other way around. This is also assuming they won't use CK>Brake.
Her Guillotine Axe is like her 5A but better range: a decent anti-air and poke tool. Leaves both players back to neutral.
Weaver's Art:Sword is not threatening by itself. Blocking it once renders it useless. Its main purpose is to force you to block and enter Labpress' pressure. Soft tech it.
LabBreast's pressure involves mainly five-ish moves to watch out for. Her 2A, Guillotine Axe, and sweep (AoA as well). She cannot chain 5A>2A, and 2A is short, restricted by the 3 A normals' rule. Once you are outside that range, the opponent will probably do any three of the above attacks to get a hit or return back to neutral safely. She cannot do Guillotine Axe into sweep, so if you see the Axe, get ready to do something.
The real way she gets in though, is the two attacks that give us so much trouble. Not only can these two are great poking tools, but useful in blockstrings as well. They are both jump-cancelable and the LassHat can just 5A jump/j.B jump pressure ad nauseum. Trying to evade dash her 5A(A) is risky because it can recover fast and still hit you at the range where you end up. Furthermore, you cannot attack back reliably with your short range and with the dash's ending position.
This problem is emphasized even more when Labturrets' gains axe levels. In red, any hit can lead to a good combo with good meter gain, and back into the same 5A/j.B range. The chip damage and the fatal counter hits, as well as her signature Weaver's Art:Beast can make this a pain.
Last edited by FeelinTheWind; 12-20-2012 at 03:30 PM.