5th Gen Axe Slash

The worst dp

  • [26-85F startup / 4F Active / 42F recovery / -23 (?) On Block]

  • Has guard point instead of invulnerability

  • As of 2.5, guard point has a fixed value per hit that Labrys takes - meaning that she can technically be stalled forever against fast hitting moves (like Aigis gatling gun or Margaret divine vacuum)

  • Also has increased pushback and blockstun in 2.5, making it slightly harder to punish

  • Extremely long startup, meaning that some characters can even block after 2A or 5A, or whiffed grabs

  • Non-charged dp no longer wallbounces into combo on counterhit, but does set up for an easy safejump

  • Half charge does not affect frame data, but does force counterhit (fatal if red axe or the initial hit was a fatal) and wallbounce, and is used for combos

  • Can also be held through blue bursts (on 5B counterhit combo or as a way to call out people bursting when you charge 5B after a spike hit)

  • Full charge (unblockable) serves little purpose, apart from as a knowledge check

  • Can be good vs some supers due to guard point properties and the slowness

  • Can introduce a mindgame against those who dp in response to this by charging instead, but generally weak and won't work vs a lot of high tier character dps

  • Will take blue health - good for forcing awakening if you can find a way to combo it, but not really doable in neutral unless SB spike or similar is used to lock the opponent down

Last updated