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Thread: Labrys vs Yukiko

  1. #1

    Labrys vs Yukiko

    The Neutral Game

    Long Range: Your Tools vs His Tools

    Medium Range: Your Tools vs His Tools

    Close Quarters: Your Tools vs His Tools

    Offense

    Your Offense:

    His Offense:

    Defense

    Your Defense:

    His Defense:

    Gimmicks and Resets
    Placeholder

    Match Summary
    Placeholder
    Last edited by Setsuna; 03-29-2012 at 03:09 AM.

  2. #2
    2nd Year M19Kamikaze's Avatar
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    ...We got problems here, guys. How the hell do I get in?
    *Knows nothing about Persona, save for the fact I resemble one of the original characters of Persona 1*

  3. #3
    New Kid in School SteelCoil's Avatar
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    SteelCoil
    Walk forward, forward jump, occasional double jump/super jump maybe.

    Most of the time you shouldn't be IAD'ing against Yukiko. More often than not, Yukiko 5C or jump back j.B will beat it.

    More in depth neutral stuff:

    At full screen, it's probably best to play it safe. Slowly walking forward and occasionally jumping forward are good enough ways to close the distance.
    Most of her zoning stuff at this range starts from 3D, the move where her persona falls from the air. This move has 3 variants (1D, 2D, 3D) with 3D being the one that hits at full screen. She'll be using this move to put her persona behind you, making it safe. It's also an overhead, so be sure to block high.
    If the persona is in front of you for whatever reason, you can punish a follow up 5C/2C with Labrys's 5A or even 2AB. Yukiko can throw a fan to punish this though.
    If the persona is behind you, I think you can try jumping after a blocked 3D and be safe from any of Yukiko's followup persona normals. Just remember to block a followup 5C after jumping.
    Since 3D covers a specific space, you can predict one and IAD, but Yukiko can do other stuff if she predicts that.
    She also can do j.6B to cover space. Countering this depends on the height she does this at. A high j.6B just covers air space, so you can just walk under it. A low j.6B can be jumped over; it can still beat IADs though. Note that the Yukiko j.Bs are also lows if they hit your feet.
    4/5/6B is the same as low j.6B only the speed of the fan varies depending on the input and that she can do stuff like 3D after it.
    Maragi, her fire pillar special, can be jumped over, but Yukiko can detonate the pillar any time she wants so watch out for that. It's also a low.

    Her midscreen game has more variance so I don't have many details on that.
    I do know that at max range, Labrys 2AB is faster than all of Yukiko's ground pokes other than her own sweep. Yukiko's sweep can be out spaced by a 5B, but it's kind of hard. It's much easier to just jump in, though that can be beaten out by 5C.
    Against 5C, you can try whiff punishing the persona with 2AB which happens to also move Labrys forward a little. You can also super jump over 5C and land with Labrys j.B. As long as Yukiko doesn't recover fast enough, you won't be anti-aired. Of course, Yukiko can just 2B instead to anti-air your super jump.
    If she's in the air, be wary of back air dash j.B. It'll beat out 2B and beat other stuff depending on the input. j.6B beats out most air approaches, but at about her 5C/your 2AB range, you can go under it with 2AB, though it can depend on the height of the air dash. If you can duck under it normally, you are probably in range to punish the landing recovery of j.6B with 2AB. j.5B and j.4B can stuff out a sweep attempt, though. In that case, a forward jump or an IAD can get you a free jump in, but IAD can be unreliable against j.5B. The simplest way to beat both is to super jump when you think she's going to back air dash j.B and then get a free jump in. An air dash after the super jump is mostly optional depending on the range.
    She can also just forward air dash j.A. Be sure to react with a 2B in that case.

    Yukiko also has a big advantage at her max 5A range.
    Her 5A has more range than Labrys' 5A, and it's also faster than all of Labrys' non-A pokes. It also stops jump ins and IADs.
    If you're at that range, you should probably just block or back off to a slightly longer range where you can safely (super)jump in or counter poke 2AB.
    If you find yourself any closer than max Yukiko 5A range, you have the advantage.
    Labrys' 5A is faster than Yukiko's 5A, and also has slightly more range than Yukiko's 2A.
    Max range Labrys 5A happens to also be safe from Yukiko's DP.


    Just be sure to vary your approaches with walks, jumps, superjumps, and sweeps and I'm sure you'll be fine.
    I'll get more stuff after fighting more Yukikos.
    Last edited by SteelCoil; 09-01-2012 at 11:57 PM.

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