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P4U2 Labrys notes finished

Feb 4th, 2014
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  1. P4U2 Labrys changes.
  2. Info comes from:
  3. http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%e9%a5%d3%a5%ea%a5%b9
  4. 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
  5. 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
  6. 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
  7. 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
  8.  
  9.  
  10.  
  11. Overview:
  12. 3 Persona cards instead of 4 cards
  13. Blue axe instead of green axe at round 1
  14. Red Axe last longer.(instead of about 4s in neutral without swinging the axe its higher now)
  15. About 7-8s
  16. Combo potential is increased further overall.
  17. Frame data has changed.
  18. Extra gatlings
  19.  
  20. S Hold special moves
  21. 214B/j.214B. 1st part has Inv frames but hard to use. Opponent can see the hold gauge.
  22. SB hold move is D beast.
  23. Awakening hold move is C gears.
  24.  
  25. 5AA
  26. Animation is different.
  27. Changed from -1 to -6 on block
  28. 2F faster start-up 13F to 11F
  29. 5AA>2B/5B/Sweep is possible
  30. Harder to combo air hit 5A>5AA at certain heights(use 5A>2B or 5A>j.A/j.B)
  31. No more 5AA>5AA loops
  32. A ground 5A>5AA combo keeps the opponent on the ground now.
  33. 5AA>5B>sweep works.
  34.  
  35. 5AAA
  36. Animation is different. 3 Hits.
  37. Still can be special cancelled.
  38. Only the last hit increases the axe gauge.
  39. Changed from -8 to -19 on block
  40. 10F faster start-up 22F to 12F
  41. 5AAA proration is slightly better.
  42.  
  43. 5B
  44. Backdash/Dash cancel is possible.
  45. Dash-cancel is -6 on block
  46. Backdash-cancel is -5 on block
  47. Dash Cancel is used for combos
  48. CH 5B>DC>5AAA or FC 5A>5B>DC etc
  49. Proration of 5B is now seperated from [H5B](EX:CH 5B>5C>2C>5D>5DD>[H5B}might not prorate poorly)
  50. Red axe 5B can be mini jump cancelled for a combo aka mjc.(5A>5B>mjc>j.B>5A>2B>etc)
  51. During FC 5B can be dash cancelled.(FC 5A>5B>DC>2A/5A>etc)
  52.  
  53. [5B] aka Charged 5B
  54. Changed from +8 to -11
  55. Can be dash-cancelled for +4 on block
  56. Can be back dash-cancelled for +5 on block
  57. OMB>[5B]>DC>2B>j.B etc is a thing
  58.  
  59. 2B
  60. Changed from -5 to -11 on block
  61. More recovery on whiff
  62.  
  63. [2B] aka Charged 2B
  64. Changed from ±0 to -14
  65. Lost head inv-frames
  66. Can be charged for a start-up 100F unblockable
  67.  
  68. Sweep aka 2A+B
  69. Low profiles now(universal character change)
  70. More untech-time?
  71. CH Sweep>214SB now connects
  72. Sweep>OMC>2B now connects
  73. Tripped (ch)> SB guillotine> B sword> tripped> (sword hit) dash H5B> dc2B> hjcJB> JC> B air guillotine
  74. Universal axe combo^
  75.  
  76. Throws
  77. FC Red axe grab can be followed up now meterless
  78. FC Red axe grab>5A/2A>2B etc
  79. Air throws prorates slightly worse now.
  80.  
  81. 5C
  82. -5 on block
  83. CH 5B>5C>Mjc>j.B>5A etc works now
  84.  
  85. 2C
  86. Dash-cancel is ±0 on block.
  87. Very slight proration nerf(wouldn't worry)
  88.  
  89. 5D
  90. 6F faster start-up from 44F to 38F
  91. Changed from +7 to +5
  92.  
  93. j.A
  94. Damaged increased from 200-300
  95. 2F slower start-up from 9F to 11F
  96. J.A combos into j.B on natural hit(j.A>j.B>J.B>J.C>j.214B works)
  97.  
  98. J.B
  99. 2F faster start-up from 17F to 15F
  100. Lost an attack lvl
  101. Wider vertical range.
  102.  
  103. J.2B added
  104. 18F start-up
  105. Used in CH 2B combos.
  106. Corner combos.
  107. Red axe j.2B allows for 5AA> 2B>jc>mJ2B> dash JB> jcJB> JC> B air guillotine
  108. FC Red axe combos have j.2B loops mid-screen
  109.  
  110. J.D
  111. 2F faster start-up from 33F to 31F
  112.  
  113. B+D aka DP
  114. Can be charged for an unblockable
  115. Unblockable is 100F start-up
  116.  
  117. 214A
  118. Prorates worse.
  119. Less follow-up time.
  120.  
  121. j.214SB
  122. Something about Guard point before she drops down while rotating.
  123.  
  124. AOA
  125. Wiki mentions something about air hit tech being reduced.
  126. Probably is the reason why you don't see 5AAA>AOA>22x in the corner anymore.
  127. AOA has better combos.
  128. Bokosuka D (fc)> low altitude dash J2B> JD> H5B> bc> 2B> hjcJBB> B air guillotine
  129. Universal axe corner combo^
  130.  
  131. 236A/B/SB
  132. Causes a FC now.
  133. Better for combos now since it FC
  134. Chain (fc)> Winches> 2A> 2B> 2C> dl5D (1)> 5B> tripped> Add D> H5B> dc> 2B> hjcJBB> B air guillotine
  135. Universal axe combo^
  136. The chain winch dash can be jump-cancelled.
  137. Braking can be jump-cancelled.
  138.  
  139. 236A~A follow-up
  140. 2F faster start-up from 22F to 20F
  141. Changed from +1 to -29 on block
  142. Can be special cancelled.
  143. Causes a knockdown instead sending the opponent into the air.
  144.  
  145. 236A~SB follow-up
  146. Changed from -4 to ±0
  147.  
  148. 22X series aka Tsurugi/Spike/Sword
  149. 4F slower start-up 78F to 82F
  150. No longer can be held.
  151. Has more blockstun.
  152. Grab>Tsurugi hits is no longer possible
  153.  
  154. SB Tsurugi added
  155. A+B or C+D at the time
  156. Two spikes come out.
  157. SP 22A+B causes 22A+22C to come out at the same time.
  158. SP 22C+D causes 22B+22D to come out at the same time.
  159. Not used often
  160.  
  161. Hojuu added 236C/D/SB
  162. Ariadne creates Orb.
  163. Height is slightly above Labrys.
  164. travels in a straight line.
  165. Can be used to stop opponents from air-dashing in on Labrys neutral full-screen.
  166. C version 46F smallest. Travels about half way across the screen.
  167. D version 91F Biggest. Travels the slowest.
  168. SB version 46F Size is in between C and D version. Speed is the same as C version.
  169. Used mainly for FC Combos or Red axe combos after 214SB
  170.  
  171. Mojuu
  172. C version is 5F Faster?
  173. P4U its 1+16=17
  174. Now its 3+9=12
  175. C mojuu combos easier now.
  176. EX:2B>jB>jB>j.C>214B>j.236236C now combos better
  177.  
  178. D version is now 3+13=16F start-up?
  179. P4U its 1+12=13
  180. 3F slower start-up??
  181. Still seems to combo easily from watching matches so wouldn't worry.
  182.  
  183. SB Mojuu added
  184. 22F start-up? 3+19=22
  185. Combos from 214B/[5B]/FC combo.
  186. About as useful as P4U C mojuu for combos
  187.  
  188. Gears does slightly more damage.
  189. Awakening SB Gears added aka 214214C+D
  190. Does more damage and covers the whole screen
  191.  
  192. Brutal Impact
  193. Has an counter attack if you hit her.
  194. A version 30F start-up
  195. B/SB is 37F start-up
  196. No one is using it at higher lvl play.
  197. Doesn't seem viable from watching matches.
  198.  
  199. SB brutal Impact added
  200. 248+6=254F start-up
  201. CH Red Axe SB brutal impact does 12000
  202.  
  203. S.Labrys. Not Shabrys with the bull:
  204. Weaker defense due to lack of burst.
  205. lack of OMB combos.
  206. S.Labrys does 80% of her normal damage.
  207. Shadow berserk mode is harder to use due to her special moves
  208. Shadow berserk mode can be used to increase her axe gauge easier.
  209. Has the old 5AA+5AAA normals. Advantages/Disadvantages happen because of this.
  210. Shadow characters can carry over their current SP gauge at the end of each round.
  211. Ending a round with a shadow berserk combo gives you half of your SP gauge.
  212. 5AAA>mjc>j.2B etc. One of Shabrys bnbs
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