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Thread: Labrys - Data Thread "Yasogami's Steel Council President"

  1. #1

    Labrys - Data Thread "Yasogami's Steel Council President"




    Contents

    1.) Introduction
    2.) Moveset
    2A.) Normals
    2B.) Persona Attacks
    2C.) Other Moves
    2D.) Specials
    2E.) Super
    2F.) Awakening
    2G.) Mortal Blow
    3.) Axe Data
    3A.) Basics
    3B.) Management
    4.) Combos
    4A.) BnB's
    4B.) Pressure and Mix-up
    4C.) Okizeme
    5.) Misc. Data
    5A.)Gatling Tables
    6.) Important Links
    6A.) System Guide
    6B.) Notation Guide
    6C.) Labrys Frame Data
    6D.) Labrys JP BBS
    6E.) Labrys JP Wiki


    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


    Strengths:
    • Good ranged normals
    • Good Cross Up Potential
    • Significantly enhanced damage output and properties under Red Axe.

    Cons
    • 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.

    Attack:
    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.

    Defense:
    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.

    Speed
    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.

    Persona
    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

    Labrys



    Ariadne


    Last edited by Setsuna; 08-06-2012 at 06:11 PM.

  2. #2

    2A.) Normals

    5A
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys attacks with her axe from the backside.

    Compared to other 5As from the rest of the cast it has decently better range then most however hinders due to its startup. Her 5A is a good poke out of certain pressure strings but because of the startup don't go recklessly mashing it hoping to get out.

    5AA
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Description

    5AAA
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Description

    5B
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys swings her axe in front of her. This can be held before releasing for more damage, at max charge the move becomes an unblockable. Staggers at a certain amount of charge. Cannot chain in 2B.


    2A
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys pokes the opponent with the base of her axe. This cannot chain into 5A.

    2A can gatling into itself up to 3 times, it comes out faster than 5A and can be used to poke yourself out of pressure and hit confirm easier in comparison. One of the only drawbacks is that it doesn't influence increase to the axe gauge due to the handle of the axe being used.

    2B
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys swings her axe upward, this is one of her anti-air normals. Jump Cancellable on Block, Chargable (after a certain charge the move will cause wall bounce on hit)

    Arguably one of the best anti-airs in the game it has a large horizontal and vertical hitbox, don't let the animation fool you as its hit box reaches a bit further infront of the axe and reaches alittle over and behind Labrys.

    j.A
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys does a diagonal downward kick. Jump Cancellable.

    This move is good for easy cross ups at the right angle especially with the use of short hop and air turn, as an air to air it is preferred over j.B depending on how close you are to your opponent.

    j.B
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labry swings her axe up and around her. This move can be followed up with an additional hit. Jump Cancellable.

    This is one of her faster cross ups and probably one of her best tools she has to offer. On Counter Hit in the air if low enough to the group you can pick the opponent up with 5A and continue with a basic follow up.

    j.BB
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys swings the axe horizontally, in the corner the move will cause a wall bounce. If hit with Fatal Counter (via Red Axe) it will wall bounce even at mid screen.

    Its highly unlikely that you'll ever use this move as a starter but it does act as a good way of pushing your opponent into the corner or extending combos a bit more with you are already in the corner.


    2B.) Persona Attacks

    5C
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne shoots out a card shaped laser that loops like a ∞ symbol. If the opponent is hit while the laser is looping back towards you it will pull them towards Labrys where you can follow up for more damage. This can chain into D attacks.

    This is easily one of Labrys notable mix up options, you can cancel out of 5C into Guillotine Axe for a high attempt, sweep for a low attempt or even Tsurugi so you can quick escape through them and catch them pushing buttons. More details in this regard will be laid out under her Pressure, Oki and Mix-up section.

    5D
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne shoots out 2-4 arrows (2 with one D input, 4 with 2 inputs), Labrys is free to move during this.

    Kind of like 5C this can be used as a mix up option the arrows have a MUCH slower start up and doesn't have decent range (if the arrows are out of range of the opponent, Ariadne will be more than likely hit) however and is more recommended as a way to lockdown an opponent as they are waking up. Compared to 5D it will last longer giving you more time to mix up the opponent.

    2C
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne angles a transparent sword diagonally downward infront of her and lifts it upward.

    This can be used as an anti air in certain situations against higher opponents however 2B is still recommended in comparison as an anti air in general. Off Fatal Counter combos 2C is a great way to extend your combos in the corner and even midscreen, please refer to the combo section in the video thread for examples.

    j.C
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne stops midair for a brief second and surrounds herself with gear shaped lasers pulling in any opponent if it hits.

    Outside of Labrys regular BnBs this move is used so often the only instance this move would be useful is for a possible cross up if you are directly above the opponent and have meter, if the cross up attempt fails you can follow it up with Guillotine Aerial and with the meter OMC to continue with 2A gatlings for a quick high low attempt otherwise don't bother trying.

    j.D
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne summons 3 gears infront of her which extend towards the opponent, they stop about half screen away from Labrys.

    This move is used very sparingly but is a good move to keep opponents from rushing in too hastily on the ground and in the air.


    2C.) Other Moves

    Normal Throw
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys will grab her opponent and throw them down to the floor and then crush them with the tip of her Axe. This can only be followed up with a OMC.

    Air Throw
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys extends her arm out and grabs an airborne opponent. If this makes contact she throws them against the wall infront of her. This can be followed up if you are close enough to the corner.

    Sweep
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys will slide forward sweeping her axe in front of her.

    R-Action - Goshiki Slash Axe (五式・スラッシュアクス)
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys holds her position and thrusts her Axe infront of her. This move has infinite guardpoint however is very easy to bait out. You can charge this by holding B+D, at maximum charge, the move forces counter-hit, causes a wall bound.

    Use this move very sparingly, the only way to really cancel out of it is with a super cancel, using an OMC will not reset her position she will still be locked in the recovery of animation. To avoid getting punished and having your DP attempt exposed try to use it only on character normals and SP Skills with long recovery, against character pressuring you with 5A and 2A they can easily jump cancel out of the way and catch you on recovery where you are completely helpless without meter. Between the supers to cancel into String Arts "Sharinkei" would be preferred however be wary as opponents can quick escape through if timed correctly leaving you exposed yet again.

    All-Out Attack
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys will swing her Axe over her head and slam it down on the opponent infront of her. As all other AOAs this move is an overhead.

    During most of Labrys BnBs you will find that most ground combos have a Guillotine Axe ender, in the corner instead of the Guillotine Axe you can use Labrys AOA which will increase the time before they can tech so you have more time to set up traps such as the Tsurugi Setup.


    2D.) Specials

    Chain Knuckle (チェーンナックル)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
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    Labrys shoots out her arm across the screen. It can be followed up in various versions of Additional Attack.
    • A: Faster startup and recovery however short range.
    • B: Slower in both ways however can reach much further, use wisely against fast characters.
    • A+B: Projectile Invul

    Winch Dash (ウィンチダッシュ)
    during Chain Knuckle
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Pulls Labrys towards her opponent.

    Braking (ブレーキング)
    during Winch Dash
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Stops Labrys while being pulled towards to the opponent.

    Additional Attack (追加攻撃)
    or during Winch Dash
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    After Winch Dash Labrys can follow up with any attack after she gets pulled in towards her opponent.
    • A: Labrys will move upward with a short jump and use j.B.
    • B: Labrys will move downward and to straight to a sweep.
    • A+B: Labrys will quickly attack with her axe and crossup your opponent.

    Guillotine Axe (ギロチンアクス)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys swings her axe up and down on the opponent, this move is an overhead. This is a good special move to fill up the gauge faster.
    • A: Faster Startup
    • B: Slower Startup but more damage
    • A+B: The startup speed is between A and B however can be cancelled into other special moves (as well as another Guillotine Axe).

    Guillotine Aerial (ギロチン・エアリアル)
    / while in the air
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys swings her axe downward and slams into the ground, this move is an overhead. If this hits an airborne enemy it will cause ground bounce. You can TK this move to do it while on the ground.
    • A:
    • B:
    • A+B:

    String Arts "Tsurugi" (ストリングアーツ“剣”)
    ///
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne summons a transparent sword from the ground, if it hits it'll pull the opponent down with additional swords coming up for more damage. The range in which she summons the sword depends on the button you hit with the input. You can delay the sword summon by holding down the button and also switch which variant of the sword comes out by pressing another button while you are holding down the button however this will not work with C/D.


    2E.) Super


    String Arts "Moujuu" (ストリングアーツ“猛獣”)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys dashes forward with Ariadne and ends with an upward axe swing leading the opponent high up into the air. This super has guardpoint properties.
    • C: Doesn't use up axe gauge however you will get less damage.
    • D: Uses up all of the axe gauge and get a damage increase depending on the level.


    2F.) Awakening


    String Arts "Sharinkei" (ストリングアーツ“車輪刑”)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Ariadne summons 3 gears in front of Labrys and locked them in place for the duration of the attack. Labrys is free to move during the last few animations of the attack after recovery. There is no difference between the two variants (C/D),they even do the same amount of damage.

    Brutal Impact (ブルータルインパクト)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys crouches and swings her axe back and holds in position and charges up for a strong swing infront of her. This move has Super Armor throughout the all active frames, Unblockable.
    • A: Faster startup
    • B: Significant damage increase however charges for about an extra 2 seconds before the swing.


    2G.) Mortal Blow

    String Arts "The Inquisition" (ストリングアーツ”異端審問”)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -

    Labrys fires a laser straight ahead of her. If it hits Labrys whips her chain and axe around until finally slamming them to their end.
    Last edited by Setsuna; 08-05-2012 at 01:05 AM.

  3. #3

    3A.) Basics

    Labrys has a special axe icon above of her Spirit Point (SP) Gauge which changes in level depending on how often you attack (this includes blocked or whiffed attacks) however it will slowly decrease if you don't attack and decreases even more if you get hit. The levels are broken down into the following colors with 1 being the lowest, 5 being the highest:
    1. No Color
    2. Blue
    3. Green
    4. Yellow
    5. Red
    The higher the level of the axe the more damage she does, once you reach her red axe level she is given the following special properties added to her extra damage:
    • Added Hitstun
    • All Counter Hits become Fatal Counters

    Under Red Axe Labrys also does significant chip damage off her off her normals and SP Skills like Guillotine Axe.



    3B.) Management

    Before we go into how you should management Labrys axe level lets go over how her levels increase and decrease and other factors to keep noted when playing as Labrys.
    • At the start of each match the axe gauge starts at level 3 (Green).
    • At the end of each round her current axe level will carry over.
    • The higher the level of your axe gauge the faster your gauge will decrease, so it can take 7 seconds for the gauge to fall from level 4 to level 3 however will only take 4 seconds for the gauge to fall from level 5 to level 4.
    • The axe gauge will always drift to a level 3 (green) status so if you are at gray or blue the axe will drift up despite Labrys being idle whereas as yellow or red it will drift down to green.
    • Using certain special moves will build the gauge faster then normal moves such as Guillotine Axe.
    Knowing this though don't keep yourself focused on getting to the red axe status, instead just look for ways to get in on your opponent first and know your proper BnBs after getting that first hit in. After that first hit happens you'll probably automatically be at least a yellow axe status and then assuming you finished that combo with a proper ender to knockdown the opponent you can set up one of Labrys various okizeme not only for your mix up but for the added swings from the mix up which should push you up to red axe. At this point its merely keeping up that momentum and finishing the job with Mojuu, if your opponent blocks your mix up and pushes you back don't fret about the axe level declining as it can be increased back up just as fast.
    Last edited by Setsuna; 06-23-2012 at 08:41 PM.

  4. #4

    Combo Theory

    When using Labrys you want to consider the following things when you get that hit confirm on your opponent:
    • Are you at Red Axe ? If not what can I do to build the most axe gauge from this.
    • If the combo won't kill you want to be able to set up some sort oki for your opponent such as 5C, 5D or Tsurugi after the ender.
    When going for the kill with Red Axe you want to ask yourself following things:
    • Will using D Moujuu kill ? Do you even need to use D Moujuu ?
    • Do you have enough meter to set up a Brutal Impact ender instead to preserve the Red Axe for next round ?


    Sample Combos
    • (A) 5AAAA
    • (Y) 5AA, 5AA, 66 5AAAA
    • (G) 5AA 214A+B x 22A/B, 5A 5B, 66 2B > sjc.B j.C 214A [25SP]
    • (G) 2AA 5B 2A+B 214A x OMC, 2B > jc.B > jc.B j.C j.214A [50SP]
    • (R/Mid) FC 2B, 66 5AA 2C, 66 5A 2C, 66 5A 2C, > j.B > jc.B j.C j.214A
    • (R/Corner) 5AA, 5AA 2C, 2C, 2C, > j.B > jc.BB j.C j.214A~
    • (G) 5A+B->C > sjc.B > jc.B j.C j.214A
    • (R) FC B+D, 66 5A 2C, {B+D}, 66 2A 2B 214A/B? x 236236D
    P4U: Labrys Challenge Mode Combos


    Pressure and Mix-up


    j.B
    Easily Labrys best tool, this normal has a hitbox that nearly goes around Labrys and creates easy crossup opportunities for you. While this move is pretty godlike in that regard we wary that alot of 2B's stuff it clean if reacted to properly. Make use of the Air Turn system mechanic to confuse opponents about which way they should be blocking and give yourself easy hit confirms into big damage combos depending on Labry Axe Level.

    5C
    This is easily one of the Labrys more notable and well known pressure tools, her 5C creates a laser that travels in a ∞ shape. Though its somewhat slow if you catch your opponent blocking in it you have multiple options such as:
    • Special Cancelling into Tsurugi
    • Going for an OH w/ Guillotine Axe
    • Going for a L with Sweep.
    • Quick Escape through your opponent to catch them pushing buttons for the Tsurugi
    This is just the base idea behind using 5C, with it you can cancel it into 2C, 5D, Sweep and Specials however be warned as opponents can Quick Escape forward and avoid the 5C and punish you if they see and react to 5C well enough.

    Tsurugi Pressure(222A/B/C/D)
    From fullscreen (or a good distance away from your opponent at the very least) you can throw out a Tsurugi to force them either go on the defensive and not not push any buttons at the risk of getting with with the Tsurugi or having them approach you trying to catch you during the recovery of the move.

    If they go on the defensive you can go in for options such as the ones given to you with 5C or j.B.


    Okizeme


    Tsurugi Setup (222A/B/C/D)
    Tsurugi is a very useful tool and will be used alot with Labrys pressure. While you can't really setup Tsurugi safely from Guillotine Axe/Aerial combo enders you can if you end ground combos with Labrys Sweep, while you can't special cancel out of the sweep you have enough time to through out an Tsurugi before your opponent can tech out and catch you on recovery forcing them to block the incoming Tsurugi. Once Tsurugi has been laid out here are some of your options:
    • Throw
    • High/Low Mix up with Guillotine Axe/Sweep again (you can throw in 5C before hand if you wish)
    • IAD for a j.B cross up or air turn overhead with j.A
    • j.C directly above them > Guillotine Aerial to confuse them on which direction to block (this is VERY punishable if it doesn't hit, its very situational and isn't advised unless you have 50 SP to OMC out of it safely)
    • 5D (5DD) to lock them down and proceed with any of the mixup options avaiable above (5D comes out rather slow though, they can mash out of it depending on the character theyre using)
    You have many more options you can do, just play around with Labrys tools and see what ideas you can create with this. If the Tsurugi were to hit your opponent you can:
    • Continue the combo
    • Go for a rest option with IAD for a j.B cross up or air turn overhead with j.A
    • Charge 5B unblockable attempt
    Last edited by Setsuna; 08-06-2012 at 05:54 PM.

  5. #5

    5A.) Normal Gatlings


    [tr][td]
    Normal
    A
    B
    C
    D
    AoA
    Sweep
    CANCELS
    5AA
    5B, 2B
    5C, 2C
    5D
    Yes
    Yes
    Jump, Special
    5AAA
    -
    5C, 2C
    5D
    -
    -
    Special
    -
    -
    -
    -
    Yes
    -
    Special
    -
    -
    5C, 2C
    5D
    Yes
    Yes
    Special
    2A x3
    5B, 2B
    5C, 2C
    5D
    Yes
    Yes
    Special
    -
    -
    5C, 2C
    5D
    Yes
    -
    Jump, Special
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    j.B
    j.C
    j.D
    -
    -
    Jump, Special
    -
    j.BB
    j.C
    j.D
    -
    -
    Jump, Special
    -
    -
    j.C
    j.D
    -
    -
    Jump, Special



    5B.) Persona Gatlings


    [tr][td]
    Persona Normal
    A
    B
    C
    D
    AoA
    Sweep
    CANCELS
    -
    -
    2C
    5D
    -
    Yes
    Special
    -
    -
    -
    5DD
    -
    -
    Special
    -
    -
    -
    5D
    -
    -
    Special
    -
    -
    -
    j.D
    -
    -
    Special
    -
    -
    -
    -
    -
    -
    -
    Last edited by Setsuna; 07-13-2012 at 03:24 AM.

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