![]() Must be inputted as j.2B, not j.1B or j.3B. Used in combos for corner carry and hard knockdown into okizeme. J.2B performs j.BB as a standalone move, allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, as well as when j.BB would fail to combo or yield no okizeme. j.BB is common in corner combos since the wallbounce allows for hard knockdown. Has a slight backward hitbox, allowing for cross-ups with instant air-backdash, airturn, and careful positioning. A horizontal axe swing that causes wallbounce. Like all 5AAAs, Shabrys's builds 1/8th of the Burst gauge and ~13 meter on hit.Ĭompleting the auto-combo adds Guillotine Axe A > Challenge Authority C.įollowup to j.B. ![]() 5AAA can also be cancelled into various specials and supers. Great mid-screen combo starter when hop-cancelled. Useful for starting juggles in the corner and in pressure when spaced well, as it's significantly less negative on block than 5A.ĥAAA has considerable horizontal and vertical range. Lifts the opponent slightly off the ground. On air counterhit, can pick up a combo with B normals or by jump-cancelling into an air combo.ĥAA has more horizontal range than 5A. At 7 frames, 5A is Shadow Labrys's fastest normal with relatively little whiff recovery for its speed and size. ![]() Can hit airborne opponents at certain spacings, giving it utility as an anti-air. Gatlings to a plethora of normals and specials, although it does not cancel to 2A. 5A is Shadow Labrys's only move that's jump-cancelable on block. ![]()
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