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Fortune

Margaret vs Adachi

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Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.

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For Margaret

If you get hit by Adachi's Heat Riser when he has Mandala activated and he goes for the 5D unblockable you can either beat it with 236C (if you're not silenced) or super jump towards him and quickly input an airdash followed by j.B to go over the attack. These outs assume you can tech just before you hit the ground after Heat Riser (not sure if Adachi combos can end in a hard knockdown following Heat Riser).

Also, relevant (Thanks Ludwig): https://www.youtube.com/watch?v=jqn0jhxiAy0

Here are my initial thoughts on the Margaret matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play.

Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration.

Underlined text is hyperlinked; click to view a video demonstration.

 

 

Collapsed: General Punish List:

① http://youtu.be/16KM46L6YiI

5B > 5C > 2AB > 214A or 236BB

 

② http://youtu.be/tIoKxDt34FE

CH 5B > 5C > 2AB > 214A or 236BB

CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

③ http://youtu.be/cwHyOa00Kaw

CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

④ http://youtu.be/8Z9jiKf_sO4

2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

⑤ http://youtu.be/GxsJ8KW4Tzs

5C > 2AB > 214A or 236BB

 

⑥ http://youtu.be/kSRBEYRbaC0

CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB

 

⑦ http://youtu.be/1FtbjHkkJ_Y

CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

⑧ http://youtu.be/BC4SEnRFHkw

FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

⑨ http://youtu.be/ILfFJmsAmmE

236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C

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Margaret is a spacing/zoning character that can really play keepaway with her long range on almost all of her attacks. The difficulty here will be weathering the storm and getting in. Once you're in, Margaret has relatively poor defensive options and a 9 frame 5A- get in, stay in, and don't get pushed out again, or you may be spaced to death.

 

5A - Margaret's 5A hits at about 1/3rd screen. It can be used as a "stop kick" to keep you from moving/advancing/attacking, or as an aggressive poke to harass you while keeping distance. The trick is that 5A loses much of its range if you simply crouch. You may be able to whiff punish it with 236AA, but it's very spacing and timing dependent. If you have a good read, your 2AB (Sweep) will slide under it for a nice combo.

 

5B - Margaret's 5B is a fast, advancing attack that covers a range up to just outside of 5A's. As with 5A, it can be used to check your movement on the ground. 5B has a fair amount of recovery on whiff, but it controls such a large amount of space that backdashing to make it whiff has to be done at an uncomfortable range. A good read with a neutral jump jC may do the trick- you shouldn't have to air turn if spaced right, thanks to jC's huge hitbox.

 

2B - Margaret's "anti-air". Only the first couple of hits are Air Unblockable, and Margaret does not have any head invulnerability frames- so this means that any 2B Margaret does has to be preemptive, a hard read. (2B recovers terribly on whiff, to boot.) Seriously consider challenging her on this with jB or jC.

 

5C - 12 frame ranged poke that puts your own 5C to shame. Incredibly fast for its range. 5C is Margaret's money button, as she gets somewhere to the tune of 4.1kmeterless on counterhit + corner carry- so she'll be fishing for this all day.

 

A raw 5C can be rolled, if Margaret is not pushing her Persona out. If you wish to jump over it you'll need to jump preemptively, as there's a bit of a vertical hitbox to the spear.

 

Watch for 5C when Margaret starts to set her Persona away from her, as it will catch you by surprise.

 

2C - A long, telegraphed (25 frames) attack that can be used to set Persona position. When 2C is used in blockstrings it's your chance to roll through and get closer. Don't let her use it often, or spacing you out will be easy.

 

5D - A "command grab" of sorts. Very slow at 35 frames, but Ardha has guardpoint- so attempting to break the Persona will leave you reeling. The easiest thing to do if you see this coming is just to backdash.

 

Always be mindful of the Persona's current position on screen. Margaret may attempt to 2C > 5D, or possibly 5D you when you are cornered. Remember that rolls will work against Ardha, as long as the grab does not become active (you must roll early).

 

10/18 Edit: 5B > 5C > 5D is really insidious, and leads to 2.5k on normal hit, so watch out. (It can't be rolled at midscreen.) If Margaret has you stuck in the corner where backdashing can be kind of difficult... just roll early or DP instead.

 

10/30 Edit: Hopping (2AC) seems to always work (Margaret's 2D can't catch you in blockstrings due to the reduced range, unless you are cornered). You can jA to break the Persona (and recover in time to block any fullscreen sweeps or the like), or jC if you are close enough to Margaret.

 

You can always Atom Smasher C if you feel like it's worth the meter.

 

Ultra Suplex (Furious Action/DP) - A techable, invincible grab. Like all grabs, it will become unbreakable on counterhit. It has Fatal Recovery. You have a few options when dealing with it:

 

- Backdash and punish with ⑧.

Hop or neutral jump jB/jC.

214D. Be aware that for some reason a followup 5C doesn't seem to hit on Margaret, so you'll need to spend meter (I'd recommend Heat Riser A) or be in the corner to get further damage.

 

AOA - Margaret teleports and crosses you up. Think Minazuki's Tsukiyomi teleport. Unlike Tsukiyomi, however, you shouldn't try to challenge this with 2B (she still has some guardpoint when she reappears!)- just block it and punish with ②.

 

2AB - Margaret's sweep hits fullscreen. This is a good reason not to do anything silly from fullscreen, like random 2D, or whiffing 5C. 2AB is 5A punishable if you block it point blank... but that will never happen.

 

jA - Hits high, and cancels into itself. If you're standing to block Margaret jumping in on you, be aware that she can pull a Yukiko and force you to stand block longer than you'd expect.

 

jB - Her 5B, in the air. It is just as good as controlling space as it is on the ground. Try not to contest this with air-to-airs, as it's likely you'll lose.

 

jC - Like yours, but hits overhead. It's possible to challenge this with 2B, but watch Margaret's position carefully- you do not want to only hit Yoshitsune and leave yourself open.

 

j2D - A common way to both control space and set Margaret's Persona. Watch for surprise 5C after this as the range is greatly extended.

 

Remember that with both jD and j2D, your roll is projectile invulnerable from frame 1.

 

Divine Vacuum (236C/D) - A fullscreen projectile. The recovery pushes Margaret back, and blocking it pushes you back, allowing for instantaneous creation of space. A preemptive jump over (+ airdash forward on confirmed whiff) or well-timed rolls should help. Be aware that the projectile is thrown at the Persona's current location, and not Margaret's.

 

236D's vacuum has a higher hitbox that will be harder to jump over and harder to roll (you have to wait until the spear comes out to roll). Margaret also recovers much faster than C version. Double jumping or superjump airdashing may be an option, but be careful and watch her recovery.

 

If 236D is used in blockstrings, you may Instant Block the later hits for free meter. Watch out for 5C afterwards, and be careful where you roll.

 

Gale Slash (214A/B) - A sliding low that covers a lot of space. (10/18 Edit: In neutral, Margaret can use it to check your forward/backward walk or run.) It is at least 5A punishable at tip range- but Margaret recovers crouching, so you can get a bigger punish if you have at least 25 meter.

 

Be aware that the SB version will force you to use 2A to punish instead.

 

God's Hand (214C/D) - A high-damage overhead. If you see the startup, you can easily roll through it and punish with ② before Margaret recovers.

 

Margaret may try to use God's Hand in blockstrings. Remember that this move's position is set, not influenced by Persona position, and rolling through it is always more beneficial than blocking it.

 

Power Slash (236236A/B) - An invincible super, one of Margaret's reversal options. Its position is related to the Persona's current position. You are usually guaranteed an Atom Smasher C punish on block, or possibly a free Evil Smile attempt if aimed correctly. If you are close enough, ⑥, ⑦, or ⑨ are options. You're free to instant block the second hit if you like.

 

Panta Rhei (236236C/D) - A tornado wall, that forces you to block and possibly get mixed up. Its position is fixed and will always appear near Margaret. Do not attempt to roll it, as its hitbox is too large. If Margaret does not set this up right and you are at neutral, it's possible to mash out an Atom Smasher D during the superflash. Instant block the later hits for free meter, and watch for AOA or other trickery.

 

Hassou Tobi (Awakened 214214A/B) - Essentially, a stronger, fullscreen version of Power Slash, with more invulnerability frames. Its position is related to the Persona's current position. Again, Atom Smasher C or a free Evil Smile attempt are yours on block, and ⑥, ⑦, or ⑨ are available within range.

 

Mediarahan (Awakened 214214C/D) - Margaret heals both you and herself. Don't let her do this at neutral; 2D her, Atom Smasher C, run-up ⑥, ⑦, or ⑨.

 

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It may seem obvious, but never, ever DP through blockstrings involving Margaret's Persona.

It'll only make things worse.

 

Try not to whiff if you can. Margaret has whiff punishes for days. Try to cut down your use of 5C as well.

 

 

 

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