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

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