The Neutral Game
Long Range: Your Tools vs Her Tools
Medium Range: Your Tools vs Her Tools
Close Quarters: Your Tools vs Her Tools
Offense
Your Offense:
Her Offense:
Defense
Your Defense:
Her Defense:
Gimmicks and Resets
Match Summary
So, it seems like Mitsuru can just stay out of S. Lab's range and break the persona if you try to pressure her with it. Any suggestions?
Try using 8C... Since it stays underground, you shouldn't get your persona broken while attacking. 236C+D works well too if you have the meter, since it clears a lot of ground space.
This is one of the matchups where I try to get in with SLab and only let Asterius do stuff when I can pressure Mitsuru with pokes.
Mitsuru constantly advance and B+D Asterios whenever you try that. That move is very defensive. And seems that her As can counter almost everything you got in mind unless you bait her to B+D Counter combo all the time. I thought on jB but she will B+D, if the reaction is good from the opponent is too annoying since it will be hard to bait her to do so after all her B+D is faster than your jB.
I can't even properly convey how much this matchup frustrates me. She's a poking god, and we're slow as hell. Not to mention she has a decent distance wall with Bufula, and her goddamned DP makes everything difficult.
I've managed to squeeze out a few wins by making her act (IE with a fullscreen buffalo hammer to make her jump. Yes I consider it a small victory that I made her jump >.>) and I find most of my damage comes off of 236C (I start it up, then go in and block and pray) but other than that, I really don't know what to do here.
Official fan of Fans, Knuckle Trains and Labrys' Accent
I'm with you man. S. Labrys worst match up is vs Mitsuru and Yu IMO. They have superior speed on their normal's and tend to just be able to pressure me beyond belief. They also both have Special moves that jump forward making it near impossible to have Asterios do much at all. I've found she honestly works best when you react to what the opponent should do/ is doing. With Yu and Mitsuru I can see their next move, but before I can get my counter move off they will knock out Asterios or run me down away from where I sent Asterios. I tend to pull wins literally by using the DP to counter their incoming move and use the wall bounce to put on some kind of damage. My favorite is a perfectly timed (Call this combo 1) DP --> (Wall Bounce) --> 5AA --> 5AC --> 5A which is just the auto-combo but the extra C press sets off the Aterios Punch. If you get a really perfect wall bounce the enemy will land in between Slab and Asterio's, which allows for you to follow up Combo 1 with anything you please. I tend to try to look fancy and go 2B --> 2C --> Jump A --> Jump B --> 214 B --> 214 214 C. You can cut out the Jump A and just go for Jump B but the extra hit gives Asterios time to reset his position for the special. In certain situations the special can miss so I would always save your meter and refrain from using challenge authority at all, the awakened specials are much better and can be linked into quite a few easy set ups. Check youtube for Slab combos and you should be able to find a bunch of easy links to her awakened specials.
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Punish bad drills, badly spaced pokes and be sure to punish her as hard as you can when you bait her DP. It's not good for Shabrys, but it's not as bad as most people want to make it out to be. Respect her pokes, find an opening and play your neutral game. I feel it's better than hers and after she gets punished for 1 bad drill, she'll stop and be more defensive.
Be aware of your spacing with your persona so she can't 5D/j.D it anytime she wants. 5D/j.D, Drill, and j.[B] make this match up a bit more difficult but it's easily winnable.
Playing Shabrys is suffering. Bull is best character.