P4U2R Labrys Guide
  • 📘P4U2R Labrys Guide
  • General information
    • Introduction
    • Move list and names
    • Notable changes from 1.1
      • Normals
      • Specials
      • Supers
      • Axe mechanic
    • Move rundown
      • Gatlings and cancels
      • Normals
        • A Normals
        • B normals
        • C normals
        • D normals
      • Specials
        • Chain Knuckle
        • Chain Knuckle follow-ups
        • Guillotine Axe
        • Guillotine Aerial
        • Weaver's Art: Sword
        • Weaver's Art: Orb
        • 5th Gen Axe Slash
      • Supers
        • Weaver's Art: Beast
        • Weaver's Art: Breaking Wheel
        • Brutal Impact
      • System mechanics and information
  • Neutral
    • Key neutral tools
  • Pressure
    • Pressure basics
    • Key pressure tools
    • Chain knuckle logic
    • Safejump setups
    • Options on knockdown
    • Fuzzy setups
    • Defensive tools
  • Combos
    • General notes
    • Notation glossary
    • BnBs
    • In-depth combo guide
      • General combo theory
      • Meterless combo routing
      • 214B in red fatal corner routes
      • Red axe dl sh j.2B routes
      • 25SP combo routing
      • Use of OMC
      • Use of OMB
      • j.D in corner routes
      • Dealing with blue bursts
      • Dealing with no-teching
      • Optimising axe gain
  • Matchup guide
    • General matchup info
    • Matchup tier list
    • Detailed matchup rundowns (WIP)
      • Template
      • Adachi
      • Aigis
      • Akihiko
      • Chie
      • Elizabeth
      • Junpei
      • Kanji
      • Ken
      • Labrys
      • Margaret
      • Marie
      • Minazuki
      • Mitsuru
      • Naoto
      • Rise
      • Shabrys
      • Sho
      • Teddie
      • Yosuke
  • Misc
    • Being persona broken
    • Unblockables and resets
    • Notes on Shadow Type Labrys
    • Useful footage and videos
Powered by GitBook
On this page
  1. General information
  2. Move rundown
  3. Specials

Guillotine Axe

PreviousChain Knuckle follow-upsNextGuillotine Aerial

Last updated 1 year ago

  • [11,25F Startup / 5,12F Active / 20F Recovery / -2 On Block]

  • Move hits twice, the first hit is a mid, the second is a high

  • First hit has 14F blockstun, meaning that it does not blockstring into the second hit if instant blocked, and can be dp'd. Hard to do, but good players will learn how to do this

  • Improved frame difference on block, which is currently -2 (from -5 in 1.1) by dustloop. Still not your turn if it gets blocked, but no longer punishable on IB, and some characters may struggle to take their turn back

  • Can be done as a blockstring from sweep if close enough for both hits to connect

  • 26F overhead only if the first hit whiffs, otherwise 6F of hitstop occurs on the first hit, making it a 32F overhead (slower than AoA, which is 28F), also extremely obvious animation and very little payoff without orb/spike follow-ups

  • Second hitbox covers a very large area, and can be used to cover multiple options against a cornered opponent

  • Second hitbox is also very active, allowing for pickups with 5A/2A on fatal or catching people by surprise when they think it's over

  • Decent damage ender, and as of 2.5, low proration allowing for combo into supers without issue or OMC combos

  • OMC can be performed on the first hit, creating a nasty high/low if 2A is done afterwards

​​​​

  • [18/32F Startup / 5/12F Active / 20F Recovery / 0 On Block]

  • Exact same as A version, except:

    • 8 more frames of startup

    • 2nd hit does a lot more damage

    • has 4 more frames of blockstun (hence being 0 instead of -4)

  • Excellent for damage, and go-to way of doing the fatal pickup route

  • Will frametrap from sweep if done immediately

  • Leaves Labrys +0 on block. If the enemy is in Labrys 5A range, it's usually Labrys' turn again

  • [17/31F Startup / 5/12F Active / 20F Recovery / -5 On Block]

  • 1 frame faster that 236B, but allows for special cancels on either attack (be careful not to do one on the first hit)

  • Since 2.5, can be done from sweep, and allows for combos that greatly increase axe level, and can lead into safejump or decent damage

    • Although 2.5 has also made C beast a lot better. C beast also doesn't put Labrys on meter cooldown as early in the combo, and has an easy safejump, meaning SB guillotine axe isn't always the right choice like it used to be in P4A

  • Usual options are spike or orb for combos. On block, you can guillotine again or chain knuckle to continue pressure, or orb to reset. No real way to hit low from this apart from chain knuckle follow up

  • Can be cancelled into specials at any point during recovery

​​​​​