Guillotine Axe

  • [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

  • 25F overhead only if the first hit whiffs, otherwise 6F of hitstop occurs on the first hit, making it a 31F 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

Last updated