> For the complete documentation index, see [llms.txt](https://aurha.gitbook.io/p4u2r-labrys-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://aurha.gitbook.io/p4u2r-labrys-guide/general-information/move-rundown/specials/5th-gen-axe-slash.md).

# 5th Gen Axe Slash

The worst dp

![Don't do it, but not as bad as 1.1, mostly...](https://3911241445-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJhQqD2iN10dfMEyaB230%2Fuploads%2FS85KDquKgvLHZDMr7ERC%2FP4U2R_Labrys_BD_Hitbox.png?alt=media\&token=6ce3bdce-b436-497b-a728-ba4a38b98404)

* \[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&#x20;
* 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
