Guillotine Aerial



[12F Startup / 2/until landing/10F Active / 35F Recovery / -13/-6 On Block]
Move has 3 parts:
First spin part, knocks opponent downwards slowly with small bounce if OMC'd, starts frame 12 with 2 active frames
Falling part, starts frame 18 and continues until landing, imparts fast downward momentum to both Labrys and opponent
Ground slam, has two variants based on how long the second part occurs before Labrys impacts something, neither of which counts as an axe move
If Labrys impacts something quickly (i.e comboing from the previous hit or not that far above the opponent/ground) after the falling part starts, the ground slam creates a small shockwave (actually a projectile) that bounces opponents up a small amount, and hits pretty much exactly where the axe hits
If Labrys does not impact something quickly after the falling part starts (far above opponent/ground, or hitstop occurs during this point), the ground slam creates a large shockwave (extends about half a character width away from the axe) that does higher damage, and will cause a large, comboable groundbounce
Only the second part of the move is a high
Both the first and second part force crouch on hit
Labrys is considered grounded before the ground slam occurs, and can therefore super cancel before it comes out. This is bad and will make you drop combos, and means you must time your supers well when comboing from this
Good as an anti-anti air, but can still be hit by 2Bs as both the first and second (second to be confirmed) parts are head attribute
The two on block values represent the values for the small shockwave, then the large shockwave. You can tell which shockwave occured by the amount of screen shake that occurs (or by getting a good feel for the required height and therefore knowing beforehand)
Generally, the required height for a the large shockwave is about double jump height

[17F Startup / 3/until landing/10F Active / 30F Recovery / -8/-1 On Block]
See A version for details of how the move works and how to read the frame info above
Effectively A version, but slower startup, slightly more active for the first hit, and 5 fewer recovery frames
Also does more damage than A version
Should always be used in combo over A version unless persona broken, in which case A version may be needed
All versions fall at the same speed
Due to the way the move works and Chie's slightly strange hurtboxes, Labrys can force the large shockwave mid-combo, allowing for slightly extended combos.
Effectively, you can combo 2B into sj air turn j.C > j.214B > 2B > j.B > j.B > j.C > j.214B > 236236D
Works on the crouch confirm, even from j.B
Is relatively hard to do, and sometimes Chie will get hit by the shockwave early, meaning you have to 2B early on follow-up and sj after to combo

[12F Startup / 2/until landing/10F Active / 25F Recovery / -3/+4 On Block]
See A version for details of how the move works and how to read the frame info above
Startup of A version, but with guard point until the start of the 2nd hit (1-17)
Good against people who like to leave you in the air and pressure you
See this clip as an example of how to use it in this way
Armour does not work against supers
5 fewer recovery frames than B version, meaning it's +4 On Block with the large shockwave. This will surprise anyone who doesn't already know this, likely netting you a hit when they mash, just make sure you got the large shockwave (greater screen shake, or you had enough height)
Last updated