Chain Knuckle

[20-28F Startup / 8F Active / 25-32F Recovery / -1* On Block]
The 8 active frames are the fist travelling over 8 frames, so startup for max range is 28F
1 extra frame of recovery per frame of travel the fist has taken
Decent frametrap up close from sweep
*Only -1 at minimum range, worse by 1 frame for each frame of travel
36F recovery on whiff
Applies to all versions
Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)
Can be swept under due to being chest attribute
Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level
Activate frames and fist extension ends if contacts opponent
See follow ups for options on block/hit
Does not destroy projectiles, simply ignores them

[24-43F Startup / 19F Active / 25-37F Recovery / -1* On Block]
Faster than dashing full screen, and can be used to punish opponents who try to run away carelessly or have moves that take them full screen
However, goes slightly shy of full screen, so must dash first in some situations
Will punish those using projectiles near full screen (e.g Yu's IABD zio, Aigis 2B)
Clashes relatively often due to way the hitbox works (hitbox is only the fist, hurtbox remains with Labrys, extended forward slightly for the front leg)
If an opponent jumps this, they have over 70 frames to punish you, so don't go throwing this out without a plan
*Only -1 at minimum range, worse by 1 frame for each frame of travel
Applies to all versions
Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)
Can be swept under due to being chest attribute
Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level
Activate frames and fist extension ends if contacts opponent
See follow ups for options on block/hit
Does not destroy projectiles, simply ignores them

[24-32F Startup / 8F Active / 25-32F Recovery / -1* On Block]
Projectile invuln from frame 9 until end of active frames
The range and startup of 236B, but travels much faster
If you correctly call out a projectile move with this, you are almost guaranteed a fatal counter unless it gets blocked by a persona
Usually can't be used vs projectile supers after superflash, or if you're late with the reaction to some projectiles
41F recovery on whiff
Applies to all versions
Counts as a strike by Labrys, and conducts electricity (Kanji DP will hit Labrys if she uses this on him)
Can be swept under due to being chest attribute
Fatal counters, and if confirmed, can go into relatively high damage from anywhere on the screen at any axe level
Activate frames and fist extension ends if contacts opponent
See follow ups for options on block/hit
Does not destroy projectiles, simply ignores them
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