Usable only when critical_explosion is active.Uses all SP to do massive damage to the target, HP/SP will not regenerate naturally for 5 minutes after Asura Strike is used.
Cancels critical_explosion after use and requires all remaining Spirit Spheres (that is all 5 if cast independently). Damage is [(Weapon ATK + Base ATK) x (8 + SP/10) + 250 + (150 * SkillLV)] * Card Effects.
Can be used while catching someone using LV 5 blade_stop or with no Cast Time at the end of a combo attack (triple_attack → chain_combo → combo_finish → Asura Strike) but the critical_explosion and Sphere requirements remain in both cases (usable with the 4 spheres remaining after activating blade_stop/combo_finish).
Increasing the Asura Strike skill level has a relatively small effect on total damage compared to increasing SP, int or str. This skill can be interrupted.
| Skill Level | Damage Formula | Cast time | Cast Delay |
| 1 | ATK*(8 + SP/10) + 400 | 4 Seconds | 3 Seconds |
| 2 | ATK*(8 + SP/10) + 550 | 3.5 Seconds | 2.5 Seconds |
| 3 | ATK*(8 + SP/10) + 700 | 3 Seconds | 2 Seconds |
| 4 | ATK*(8 + SP/10) + 850 | 2.5 Seconds | 1.5 Seconds |
| 5 | ATK*(8 + SP/10) + 1000 | 2 seconds | 1 second |
As much Base ATK as possible; due to this, Monks oriented to Guillotine will have very high STR.
As much SP as possible; if a card slot can't add to STR (or reach the next bonus of it), it should instead be used for SP adding cards.
Maintain SP before using Guillotine Fist. The damage will be low if the user's SP is nearly empty when casted.
Higher levels of Guillotine Fist will add a small amount of damage.