Optimal punish, but 2B has longer startup than 5B and this punish combo stops working at a shorter range than the 5B punish, making it slightly more situational
Works on aerial too, which means you don't have to wait for opponents to land
Chain knuckle forces fatal, making this a fatal counter confirm
Will pretty much guaranteed reach a corner no matter where you are on the screen
236C dash cancel must be ended as soon as possible into 5A, just don't hold forward after doing the cancel and you'll be fine. Against Narukami there's a weird delay before orb hits too.
If corner is reached after 2nd chain, do j.BB > j.BB > > j.C > j.214B instead
Easier chain knuckle fatal confirm that works on aerial too, but does less damage
If close enough to corner, can do j.BBs instead, or even 5D loops if at the perfect range, at which point this does much more damage than the other route
AoA~C > j.B > j.B > j.C > j.214B > 236236C/D
Midscreen standard AoA combo
Technically j.B > j.A > j.B > j.C is optimal and stable, for 2 more damage and 1 more SP, at the cost of some axe gauge
Standard confirm for an air guillotine that groundbounces
A version can do the same, but must start with 5A instead (reduces damage)
If the axe hits them, it's a mediocre starter, if the slam only hits them (if they're slightly behind/in front of the axe), it's your best starter with 0 proration
Note that this is possible on non-crouching in yellow
Air grab > air dash > j.2B > j.BB > j.BB > j.C > j.214B > 23623C/D
Works if a little bit away from the corner and you still have your dash
Be ready to adjust based on what air options you have left and where your opponent is relative to the wall/floor (far from corner = delay air dash, high up = delay j.2B)
Worst case scenario, just press j.C > j.214B
If second jump available, can extend to 9(jump) > j.A > j.BB > j.C > j.214B
Can be a bit weird if very close to corner, so if you can, try and space yourself a little bit at the start
If you do this very deep in the corner, you'll need to do the ~D early and 5B > 2AB quickly for extra height as the first arrow will whiff
Remember to dash after the first 5DD, and you can optionally dash after the second 5D too, which may help timing on some characters
Keep the opponent as high as possible from sweep (i.e. do it as early as possible without it whiffing) to prevent the second 5DD from dropping
You will need to delay either the 5B or the 2AB very slightly for this link to connect - this varies by both character and distance to corner due to how hurtboxes and 5D works, so practice it a lot and get a feel for it. The second optional dash can help with this timing.
Can sj.BB after j.2B for an easier combo if preferred
Possible to do a third 5DD loop in yellow or above reached before starting j.BB (go 7 dl j.2B > 5D > 2AB > 5DD), but generally this isn't needed to kill so not advised unless you really need to. Does make this a true green to red if high enough in green to start with.
Standard orb confirm in the corner - start with j.A if time to confirm is limited (e.g orb hits immediately after a throw/guillotine hit), otherwise starting with j.B is better
If starting with j.A, may need to s.j.BB after j.2B instead in green and below
Works from throw and poor starters like 2A > 5B > 2AB > 214A > orb hit
In general, cannot do anything more than this unless in red/fatal counter, at which point a single 5DD route is possible
Yellow axe (or above)
Midscreen
2A > 5B > 236A~A > dl. 214A > 236236C/D
Optimal damage route for yellow 2A confirm
Can do up to 3 2As before D beast stops working
The delay on 214A is to get a higher damage single hit, but this will still work with the double hit
The optimal chain knuckle confirm in yellow, and introduces delayed short hop j.2Bs, although the timing is more forgiving than the non-CH red axe versions
If corner is reached, can do j.BBs instead
Can also do [5B] > dc 2C > 5D > 5B > 2AB > ~D > j.BB > j.BB > j.C > j.214B > 236236C/D (full fatal route) if close enough to corner after the first 5DD
Slightly higher damage than normal crouch confirm in green, and doesn't require crouch
Delay the first j.B for as long as possible to get the enemy closer to the ground (as if you're going to do this combo), and switch to the red route if you reach red before j.2B - act as if this is going to happen until you know it won't
Required to be quite deep in the corner and a bit unstable, but does work from j.B > 5A too
7 j.2B immediately and j.D low to the ground for triple hit, but not too low or will whiff
On doing j.D too high, can j.B instead to pick up
(Corner reached during 5AAA) 5AAA > sh j.2B > [2B] > dl 5DD > 66 > [5B] > dc 2B > j.B > j.B > j.C > j.214B > 236236C/D
For when you're within kill range and hit 5AAA (does approx 5.3k damage with D super)
Delay 5DD slightly to get both hits and a more consistent combo
Have to dash for the full distance for 2B to reach
Other routes exist to keep in corner, but this will gain a lot of meter too
Usually better to do the combo above this one if not going to kill, as this takes opponent out of the corner, and the other combo can go into full red route if axe changes mid combo
As a reminder - these combos have been chosen as a set of combos that are easy to execute and remember, with minimal variations needed based on initial hit. Also - all your other combos will still work, so don't be afraid to fall back on these if you need to. As an example, the yellow axe variant of the mid to corner 2B punish combo still does 8.5k and is much more stable, so if you don't need more damage or corner carry, it may be sensible to use it despite getting a red fatal.
Short damage route, good if you need to do damage in a hurry, or just in general for decent damage (approx 5k with D beast)
Does only slightly less damage than the above, but much less meter gain
Can actually be done after 5AA > 5B > sh j.B if 5B is omitted, and will do more damage than above, but for still less meter gain, and will make any follow-ups worse.
Fatal combo beginning - can be done from j.B > 5AA also, but the more moves you do before entering this route, the worse the damage is, and final j.Cs may need to be dropped
Works from air hits of j.B or 5A also, but will need to delay 5A/2B until they're close to the ground to fully combo
Also works from chain knuckle fatals in red if you winch in and 2A
Timing must be learned - practice this well. This is your ToD if you do it right
If starting with 2B, delay j.2B until very close to the ground to allow for both hits of 5D to connect. If starting with something else then leading into 2B, don't delay j.2B as much and aim to pick up with just the top hit of 5D instead
can jump with 8 instead of 9 after 2B for an easier connection with 5D (and 5D will always land both hits this way), but does have less corner carry, and you'll lose a lot of damage if you're not able to use 2C to follow up. Also use 8 if too close to wall.
Try to microdash where possible (after 5D and before charge 5B) - may be necessary depending on distancing and route. For example, microdashing before the first 2AB is necessary if you do a 9 jump after a non-2B starter.
Same as above, but going straight into 2C, possible from roundstart enemy position with correct dash distances
2C must be done as soon as possible, which will put Ariadne behind Labrys and cause the correct spacing (if Labrys has reached the corner during the dash)
Highest damage midscreen variant - does approximately 9000 damage meterless if done with 2B as the starter
2C pickup more picky on certain characters due to differences in groundslide hurtboxes, notable difficult characters are Liz, Margaret, Yukari, Chie and Junpei. The higher the character on the charge 5B, the easier the pickup is, and you can hold [5B] a little longer to help with this. If they are too low, you can 5C > 2C > 5D instead, but this will do less damage and has a different timing (all immediate).
Technically optimal to do the variant with 214B, but learning it this way is helpful and more stable
(FC, OOC) 2B > 5DD > dash under [5B] > 44 > 2C/2B > ... (see above for possible routes)
Possible to switch sides and do corner combos - only really necessary if very close to the corner (wallbounce combos won't work OOC), otherwise do midscreen combos
Note that the 5D 2C interaction will be unique here, meaning it may be safer to confirm with 2B
Midscreen CH grab in red - note that while the combo does gain fatal counter properties, the proration from grab starters means this is still quite tight
Requires a tight delay on 2B after 2A, if you do it too early, delay the j.2B less and pick up with j.B after dashing
Can add j.BBs if corner is reached
Dashes are important, don't miss them
If OOC, must go 2A > dl 2B > 5DD > ... as wallbounce combos don't work OOC. Also possible to do this midscreen, but does less damage and corner carry
6900 damage with D beast (which is meterless as you gain 67 meter during this)
If not going to kill, consider setting up a knockdown with [5B] > 236D/22X near the end
Is also the confirm for non-CH 2B/j.A or air hit j.B CHs too (go straight into j.BB if possible)
Omit the second hit of 5AA from j.B (5A into 2B directly) to do more damage
You're looking to hit 5D as far from the corner as possible, while still having the 2nd 5D work. Using a 9 jump and reaching corner will do this automatically, but if you're too far, consider microdashing after j.2B (if you're not too far, specifically don't do this)
Delay the first j.B for as long as possible to get the enemy closer to the ground (if done correctly, they won't be able to tech until they land)
Delay the first jump cancel slightly which will put Labrys at the same height as the opponent rather than being below them (so you can j.2B them closer to the ground)
j.2B as close to the ground as possible to get both hits of 5D
First sweep timing depends on height - delay them enough to hit, but keep the enemy as high as possible to make the rest connect. 2nd sweep timing is character dependent, generally thinner characters get hit twice by 5D so the sweep must be delayed
j.C is omitted at the end of the combo, and D beast is very tight on non-fatal
Effectively the same as the chain knuckle corner route from 2C onwards
Try to keep the opponent as high as possible during 5D > 2AB to make sure the 5D follow-up hits correctly
Can be done from j.B and/or 5A, but will need to omit j.C if these are used to start the combo, and will reduce the damage
If not fully in corner (i.e 2C won't hit properly), can start either:
2B > 5DD > [5B] > dc 2C > 5D > 5B > 2AB > ... (works from quite far from the corner, but does require the 2C pickup to work)
Just go into the non CH red 5A corner route above, which still does very high damage
Possible to do a third 5DD loop (7 dl j.2B > 5D > 2AB > 5DD), but generally this isn't needed to kill and is a bit sketchy for a couple hundred damage, so not advised. Unless the difference between 9200 and 9500 damage matters, don't worry about this. Also possible to do IAD j.BB > (reversed) 236A~A > 214B after this third loop, but again, more as an exercise in fun/showing off due to the additional risk.
Odd beginning due to unique combination of high proration and fatal, but easy to do once you remember it, just don't add any moves otherwise it'll drop
Does 4642 damage without super, 6802 with, and gains 67SP during the combo itself
Note no j.C due to proration issues
Can be done very far from the corner by adjusting the dl j.2B from a 7 jump to an 8 jump or even a 9 jump.