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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