2A.) Normals3.) Axe Data
2B.) Persona Attacks
2C.) Other Moves
2G.) Mortal Blow
3A.) Basics4.) Combos
4A.) BnB's5.) Misc. Data
4B.) Pressure and Mix-up
5A.)Gatling Tables6.) Important Links
1. Who is Labrys
- Age: 14
- DoB: 4/20/1999
- Height: 160cm
- Weight: Unknown
- Weapons: Giant Axe
- Persona: Ariadne
- Arcana: Wheel of Fortune
- Health Value: 9,500
Labrys is a new character created for Persona 4 Arena, she made no physical appearances in previous Persona games however she was mentioned in the Radio Drama for Persona 3 "Moonlight". She is an anti shadow weapon similar to Aigis who desired to be a normal girl, after being thrown into the TV the Midnight Arena was created in response to her desires and thus creating a replicate of Yasogami High School where she became president of the student council within it.
At the end of the arcade mode, the player has to face Labrys' shadow self. By defeating it, Labrys accepts her flaws and accepts her true self thus receiving her own Persona, Ariadne.
1.5 Additional Information
The design on Labrys's headpiece resembles that of medieval helmet. Under Japanese audio she speaks in an accent of the Kansai region and is voiced by Ayana Taketatsu
, who is known for her voice as Azusa Nakano (K-ON!), Kirino Kousaka (Oreimo) and much more.
Strengths and Weakness
- Good ranged normals
- Good Cross Up Potential
- Significantly enhanced damage output and properties under Red Axe.
- Start up on moves is fairly slow
- Mix ups become obvious and obnoxious
- Requires SP Meter for alot of pressure options
- Lacks good reversals outside of Awakening Super
2. General Playstyle and Stats
Labrys can be described as the "heavy hitter" of the game however the difference between Labrys and other heavy hitters is that she doesn't have high damaging regular combos. I wouldn't call it a main objective but you want Labrys to have a Red Axe status in your match and you can do this with one of two good hit confirms into a solid combo and once you reach that Red Axe level you can finish off any opponent with her String Arts "Moujuu", depending on the combo and if you waste the the Axe Meter one could deal about 60% damage to a character. Getting those two hit confirms can go roughly alittle over 2k and if you kept your momentum up in the match your Axe status should be at Red so the next hit confirm can mean the end for your opponent even if it looks like they have more than enough health to survive.
Ease of Use:
Labrys's combos are pretty simple and straightforward and her overall playstyle isn't hard to grasp. The reason it's a 4 and not a 5 is because of the difficulty she'll have with various matchups, Labrys has to be in an opponent's face and close in on them to do anything. Characters with zoning capabilities such as Yukiko, Naoto, Aegis, Teddie and Elizabeth can keep Labrys out making it harder not only to get in but also to keep up Labrys momentum to maintain her Red Axe if you were to increase it from your first hit confirm. She also has trouble against characters who have high mobility, Chie and Yu aren't that much of a problem so long as you can block their mixups and using your R-Action sparingly as they can easily bait it out and punish you for alot of damage on counter hit. Yosuke is very annoying for Labrys as you have to try to catch up as he flies around the screen with his light weight mobility, for this particular match up you want to get the first hit in so that Yosuke will have to come to you eventually. Overall her combos and way to play her is simple on the outside by the matchups will require patience and great reaction.
As mentioned Labrys has moderate damage output off her initial combos and gets her real damage off the D variant of "Moujuu" with a full Red Axe gauge and couple Fatal Counter combos (obviously). Though her normals are quite slower in start up compared to the rest of the cast the range within them makes up for it, her j.B being her most notable with its massive hitbox and ability to create easy cross ups and will be used often in your offensive approach. Besides this her only other approach in on an opponent is "Winch Dash" but even then its a very situational special move that you wouldn't want to throw out with its massive recovery time.
The momentum in Labrys offensive relies on her getting that first hit and getting the knock down from the combo ender, Labrys has alot of oki options for easy mix up and keeps you at an advantage so you can continue the offensive momentum which is where Labrys really shines well at.
Because of the slow start up in Labrys normals its really hard to poke herself out of certain block strings (notably Chie and Yosuke), 2A and 5A are obviously good pokes out but its still really hard. Despite her R-Action having guardpoint properties it is incredibly noticeable and should be used sparingly unless you see your opponent use a move with low recovery as clear as day, alternatively one can super cancel out of the R-Action but even then you don't want to make consistent wrong reads.
Labrys mobility is pretty average if not below average and her normals all have pretty slow start up making it much more difficult to really get in on her opponents this also making it difficult for her in match ups against characters with good projectiles as they can just zone out as she chases them down. Also specifically against Yosuke who has amazing mobility its hard for Labrys to keep him locked down or even touch him for that matter without recklessly getting hit as he can easily fly from one side of the screen to the other.
Ariadne has many tools for Labrys to utilize however most of which are used for her oki setups. With Ariadne getting knocked down by Labrys is a very scary thing if one doesn't have the means of getting out (in this case the rest of the cast don't have viable options against it), after a knockdown Labrys can throw a Tsurugi to catch an opponent catching buttons, throw out a Persona Normal to lock down opponents on wake up and during said lockdown she can go in for an easy mix up with either Guillotine Axe, her sweep or just a regular old j.B. Other ways of using Ariadne is for range off j.D stop opponents from running in recklessly on the ground and air to air
3. Color Palettes