Brutal Impact

[~100F startup (~18 after flash) / 6F Active / 88F recovery]
Unblockable
Incredibly high damage, but can be rolled/dp'd after the superflash, no matter the situation
Has guard point from first frame until after the active frames
Attempting to attack Labrys in any way before the super flash (including grabs, persona moves) will trigger a counter that immediately causes Labrys to reach the super flash
If Labrys is attacked before frame 19, Labrys must continue startup until frame 19 of startup is reached (axe brought fully back), at which point the super flash will occur
Still easy to recover and roll/dp/super back even if the counter is triggered
Not a combo tool as of 2.5, and still bad despite the buffs. Can be used in ultra specific scenarios, and is therefore not a serious part of her gameplan outside of s.type using this for an unblockable
Hitbox can be extended by hitting a persona, making the area very dangerous for an unwary opponent
Timer does not decrease while Labrys has guard point, so cannot be used to scum the timer

Same as A version, but Labrys will travel forwards enough to hit fullscreen opponents
This travel time takes the same amount of time no matter the distance travelled
Gives enemies a little bit of extra time to react
Does more damage
Takes 4 seconds to charge up if not triggered
Button can be held to make it take longer, but cannot delay once it has been triggered
Axe level reset to 0 after move finishes

B version, but does more damage
12,000 on non-CH in red axe (6000 in green)
Press this if you don't feel like playing any more, you'll either win in one hit or lose
Axe level reset to 0 after the move finishes
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