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- P4U2 Labrys changes.
- Info comes from:
- http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9
- http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4
- http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9%a1%a1%ca%d1%b9%b9%c5%c0
- http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9%a1%a1%c9%ac%bb%a6%b5%bb
- http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9%a1%a1%c4%cc%be%ef%b5%bb
- Overview:
- 3 Persona cards instead of 4 cards
- Blue axe instead of green axe at round 1
- Red Axe last longer.(instead of about 4s in neutral without swinging the axe its higher now)
- About 7-8s
- Combo potential is increased further overall.
- Frame data has changed.
- Extra gatlings
- S Hold special moves
- 214B/j.214B. 1st part has Inv frames but hard to use. Opponent can see the hold gauge.
- SB hold move is D beast.
- Awakening hold move is C gears.
- 5AA
- Animation is different.
- Changed from -1 to -6 on block
- 2F faster start-up 13F to 11F
- 5AA>2B/5B/Sweep is possible
- Harder to combo air hit 5A>5AA at certain heights(use 5A>2B or 5A>j.A/j.B)
- No more 5AA>5AA loops
- A ground 5A>5AA combo keeps the opponent on the ground now.
- 5AA>5B>sweep works.
- 5AAA
- Animation is different. 3 Hits.
- Still can be special cancelled.
- Only the last hit increases the axe gauge.
- Changed from -8 to -19 on block
- 10F faster start-up 22F to 12F
- 5AAA proration is slightly better.
- 5B
- Backdash/Dash cancel is possible.
- Dash-cancel is -6 on block
- Backdash-cancel is -5 on block
- Dash Cancel is used for combos
- CH 5B>DC>5AAA or FC 5A>5B>DC etc
- Proration of 5B is now seperated from [H5B](EX:CH 5B>5C>2C>5D>5DD>[H5B}might not prorate poorly)
- Red axe 5B can be mini jump cancelled for a combo aka mjc.(5A>5B>mjc>j.B>5A>2B>etc)
- During FC 5B can be dash cancelled.(FC 5A>5B>DC>2A/5A>etc)
- [5B] aka Charged 5B
- Changed from +8 to -11
- Can be dash-cancelled for +4 on block
- Can be back dash-cancelled for +5 on block
- OMB>[5B]>DC>2B>j.B etc is a thing
- 2B
- Changed from -5 to -11 on block
- More recovery on whiff
- [2B] aka Charged 2B
- Changed from ±0 to -14
- Lost head inv-frames
- Can be charged for a start-up 100F unblockable
- Sweep aka 2A+B
- Low profiles now(universal character change)
- More untech-time?
- CH Sweep>214SB now connects
- Sweep>OMC>2B now connects
- Tripped (ch)> SB guillotine> B sword> tripped> (sword hit) dash H5B> dc2B> hjcJB> JC> B air guillotine
- Universal axe combo^
- Throws
- FC Red axe grab can be followed up now meterless
- FC Red axe grab>5A/2A>2B etc
- Air throws prorates slightly worse now.
- 5C
- -5 on block
- CH 5B>5C>Mjc>j.B>5A etc works now
- 2C
- Dash-cancel is ±0 on block.
- Very slight proration nerf(wouldn't worry)
- 5D
- 6F faster start-up from 44F to 38F
- Changed from +7 to +5
- j.A
- Damaged increased from 200-300
- 2F slower start-up from 9F to 11F
- J.A combos into j.B on natural hit(j.A>j.B>J.B>J.C>j.214B works)
- J.B
- 2F faster start-up from 17F to 15F
- Lost an attack lvl
- Wider vertical range.
- J.2B added
- 18F start-up
- Used in CH 2B combos.
- Corner combos.
- Red axe j.2B allows for 5AA> 2B>jc>mJ2B> dash JB> jcJB> JC> B air guillotine
- FC Red axe combos have j.2B loops mid-screen
- J.D
- 2F faster start-up from 33F to 31F
- B+D aka DP
- Can be charged for an unblockable
- Unblockable is 100F start-up
- 214A
- Prorates worse.
- Less follow-up time.
- j.214SB
- Something about Guard point before she drops down while rotating.
- AOA
- Wiki mentions something about air hit tech being reduced.
- Probably is the reason why you don't see 5AAA>AOA>22x in the corner anymore.
- AOA has better combos.
- Bokosuka D (fc)> low altitude dash J2B> JD> H5B> bc> 2B> hjcJBB> B air guillotine
- Universal axe corner combo^
- 236A/B/SB
- Causes a FC now.
- Better for combos now since it FC
- Chain (fc)> Winches> 2A> 2B> 2C> dl5D (1)> 5B> tripped> Add D> H5B> dc> 2B> hjcJBB> B air guillotine
- Universal axe combo^
- The chain winch dash can be jump-cancelled.
- Braking can be jump-cancelled.
- 236A~A follow-up
- 2F faster start-up from 22F to 20F
- Changed from +1 to -29 on block
- Can be special cancelled.
- Causes a knockdown instead sending the opponent into the air.
- 236A~SB follow-up
- Changed from -4 to ±0
- 22X series aka Tsurugi/Spike/Sword
- 4F slower start-up 78F to 82F
- No longer can be held.
- Has more blockstun.
- Grab>Tsurugi hits is no longer possible
- SB Tsurugi added
- A+B or C+D at the time
- Two spikes come out.
- SP 22A+B causes 22A+22C to come out at the same time.
- SP 22C+D causes 22B+22D to come out at the same time.
- Not used often
- Hojuu added 236C/D/SB
- Ariadne creates Orb.
- Height is slightly above Labrys.
- travels in a straight line.
- Can be used to stop opponents from air-dashing in on Labrys neutral full-screen.
- C version 46F smallest. Travels about half way across the screen.
- D version 91F Biggest. Travels the slowest.
- SB version 46F Size is in between C and D version. Speed is the same as C version.
- Used mainly for FC Combos or Red axe combos after 214SB
- Mojuu
- C version is 5F Faster?
- P4U its 1+16=17
- Now its 3+9=12
- C mojuu combos easier now.
- EX:2B>jB>jB>j.C>214B>j.236236C now combos better
- D version is now 3+13=16F start-up?
- P4U its 1+12=13
- 3F slower start-up??
- Still seems to combo easily from watching matches so wouldn't worry.
- SB Mojuu added
- 22F start-up? 3+19=22
- Combos from 214B/[5B]/FC combo.
- About as useful as P4U C mojuu for combos
- Gears does slightly more damage.
- Awakening SB Gears added aka 214214C+D
- Does more damage and covers the whole screen
- Brutal Impact
- Has an counter attack if you hit her.
- A version 30F start-up
- B/SB is 37F start-up
- No one is using it at higher lvl play.
- Doesn't seem viable from watching matches.
- SB brutal Impact added
- 248+6=254F start-up
- CH Red Axe SB brutal impact does 12000
- S.Labrys. Not Shabrys with the bull:
- Weaker defense due to lack of burst.
- lack of OMB combos.
- S.Labrys does 80% of her normal damage.
- Shadow berserk mode is harder to use due to her special moves
- Shadow berserk mode can be used to increase her axe gauge easier.
- Has the old 5AA+5AAA normals. Advantages/Disadvantages happen because of this.
- Shadow characters can carry over their current SP gauge at the end of each round.
- Ending a round with a shadow berserk combo gives you half of your SP gauge.
- 5AAA>mjc>j.2B etc. One of Shabrys bnbs
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