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MikelAL93

[P4AU] Margaret Combo Thread

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P4U2_Header_Combo_Thread.png

 

 

[info=Information]

 

  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Margaret. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.

[collapse=General Notations Used][table]
[tr][td]>[/td][td]Gatling/cancel the previous move into the following move.[/td][/tr]
[tr][td],[/td][td]Link the previous move into the following move.[/td][/tr]
[tr][td]|>[/td][td]After landing.[/td][/tr]
[tr][td]j[/td][td]Jump[/td][/tr]
[tr][td]sj[/td][td]Super Jump[/td][/tr]
[tr][td]h[/td][td]Hop[/td][/tr]
[tr][td]hc[/td][td]Hop Cancel[/td][/tr]
[tr][td]ad[/td][td]Air Dash[/td][/tr]
[tr][td]iad[/td][td]Instant Air Dash[/td][/tr]
[tr][td]jc[/td][td]Jump Cancel[/td][/tr]
[tr][td]sjc[/td][td]Super Jump Cancel[/td][/tr]
[tr][td]dc[/td][td]Dash Cancel[/td][/tr]
[tr][td]OMC[/td][td]One More! Cancel[/td][/tr]
[tr][td]AoA~C[/td][td]All Out Attack into C ender[/td][/tr]
[tr][td]AoA~D[/td][td]All Out Attack into D ender[/td][/tr]
[tr][td]CH[/td][td]Counter Hit[/td][/tr]
[tr][td]FC[/td][td]Fatal Counter[/td][/tr]
[tr][td][ ][/td][td]Hold Input[/td][/tr]
[tr][td](N)[/td][td]Attack must deal N amount of hits.[/td][/tr]
[tr][td][???] xN[/td][td]Repeat ??? N amount of times.[/td][/tr][/table][/collapse][collapse=Guide Specific Notations Used]

  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]
[tr][td]c.[/td][td]The attack must be used as close to the opponent as possible.[/td][/tr]
[tr][td]f.[/td][td]The attack must be used as far away from the opponent as possible.[/td][/tr]
[tr][td][SS][/td][td]Side Swap combo[/td][/tr]
[tr][td][CO][/td][td]Crouching Opponent[/td][/tr]
[tr][td][AA][/td][td]Anti-air or Air-to-Air[/td][/tr]
[tr][td][RP][/td][td]Roll Punish[/td][/tr]
[tr][td][SD][/td][td]Shadow Only Combo[/td][/tr]
[tr][td][N%][/td][td]Player SP % required before combo start.[/td][/tr]
[tr][td][N/N%][/td][td]Damage/SP Gain %[/td][/tr][/table][/collapse][/info]

[info=Challenge Mode Combos][collapse]
Mission #01
-
[/collapse][/info]

 

Combo Theory

  • Margaret's primary goal is to convert hits into a knockdown from any situation where she can enforce her strong pressure game and maintain control of the match until she defeats an opponent outright with counterhit punishes or expending meter.
  • Usually these meterless confirms will end with either 214A or j.214B to force knockdown.
  • 214A commonly leads to safejumps involving IAD j.C to bait the opponent into retaliating.
  • j.214B often leads into ranged okizeme situations that safely force the opponent into blockstun.
  • In the corner, j.214B also especially leads into backdash j.22C okizeme situations that can repeat themselves when applied properly.
  • If Margaret cannot maintain a proper knockdown with either of these moves due to proration or positioning, the combo can also be ended with j.2B or God's Hand (214C/D) when applicable.
  • To punish reversals or mash out for counterhits, her goal is to confirm the counterhit into 2C > 2D whenever possible to greatly increase her damage potential.

Hassou Tobi:

  • Hassou Tobi gives fixed damage based on the number of hits landed before connecting with the super.
  • No matter what, it will add hits until it finally reaches a multiple of 8.
  • For maximum damage, the combo count must already be a multiple of 8 before the super connects. The move will then automatically add hits to the next multiple.
  • It is in Margaret's best interest to attempt to kill with this combo with minimal resources as possible while still keeping acceptable damage. Certain combos listed will show possible followups with Hassou Tobi when applicable.
  • The damage of Hassou Tobi can be further boosted if inputted during the 4 frame superflash startup of Power Slash.
  • It is important to consider the starting number of hits during a confirm as it determines access to Hassou Tobi damage.
  • For instance, many confirms start with 2A 5C 5B - j.C can usually be added to allow 4 hits for an optimal combo in addition to being a superior starter.

For added guidance, these are the following multi-hit moves:

  • 2B - 1 to 4 Hits
  • 5AAAAA - 5 Hits
  • AOA - 18 Hits
  • 2D - 3 Hits
  • 236D - 15 hits
  • (j)214B - 2 hits,
  • (j)214A+B - 3 Hits
  • j236C - 6 Hits
  • (j)236CD - 17 Hits, the grounded version hits 16 on "short" hitboxes against the corner
  • 236236C or D - 10 Hits
  • 236236CD - 15 Hits

Midscreen
Normal Starters

- 2A > 5C > 5B > 5AAAAA > 214A [1605]

- 5D > 2B(4) > j.2C > jc > j.B > j.C > j.214B

- [AA] 2B(4) > j.2C > jc > j.B > j.C > j.D > j.214B

- [AA] 5B > 5A > 5B > 5C > j.2C > j.B > j.C > j.D > j.214B

- [CO] 2A > 5C > 5B > 236D > 66 5C > j.2C > jc j.2C > j.214B 

  • 236D will combo from either 5C or 5B on crouching, be aware of the persona's positioning if you choose to combo from 5C

- [CO] 2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j.22C > 66 214C > 2B(4) > j.2C > jc > j.9C > j.2B

  • 4 hits before 236D makes it possible to link 214214AB ender

- 2A > 5C > 5B > 236236CD > 66 2C > 2D > j.22C > 66 214C > 2B(4) > j.2C > jc > j.9C > j.2B [3547 75 meter]

  • 4 hits before SB Panta Rhei makes it possible to link 214214AB ender

- 2A > 5C > 5B > 236236CD > 66 2C > 2D > j.22C > 214A > 214214A

- CH 5D > 2C > 2D > j.22C > 214A > 214214A

- CH j.C > 5A > 5C > j.2C > j.B > j.C > delay j.D > j.236CD > 2D > j.22C > 214D

  • Air-to-air punish, the opponent must be close to the ground in order for this sequence to connect properly

- 5C > j.2C > j.B > j.C > delay j.D > j.236CD > 2D > j.22C > 214C > 2B(4) > j.2C > jc > j.9C > j.2B

  • Burst punish variant

- CH 5C > 2C > 2D > j.22C > 214C > 5B > 5C > j.2C > jc > j.B > j.C > j.D > j.214B (> 214A > 214214A)

  • 5B can be substituted with 2B to have a larger range to OTG from 214C at the cost of ~200 damage

 - CH 5C > 2C > 2D > j.22C > 214C > 5B > 5C > j.C > j.2C > jc > j.C > j.2C > j.214A > j.236236CD > 214D [5664 / 75 meter]

  • Burst safe modification, match ender without Hassou Tobi

- FC 5C > 2C > hop j.22C > 66 214D > 5B > 5C > 214CD > 2B(4) > j.2C > j.22D > 214C > 2A > 5C > j.B > j.C > j.214B

  • 2A 5C can be substituted for 5B 5C and ended with 2B(4)>j.214B for easier timing for links

Skill Starter
- 214A > 236236C > 2C > 2D > j.22C > 66 214C > 2B(4) > j.2C > jc j.C > j.2B (214214AB) [4039/5839 50-125 meter]

System Starter
- B+D > j.2C > TK j.214B

- Air C+D > falling j.C > 2B(4) > j.C > j.2C > j,214B

- AOA~C > j.B > j.C > j.2D > 5B > 5C > 214A > 214214A

  • All 18 hits of AOA are required to end in Hassou Tobi

SP Skill Starter

[100% Required] - 236236A > OMC > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > j.9C > j.2B

[125% Required] - 236236CD > 2C > 214214A

[150% Required] - 236236A > OMC > 2C > 2D > j.22C > 214A > 214214A

One More! Burst

- 2 Hits > OMB > 2C > 2D > j.22C > (236236AB) > 214214A [Burst - 50-125% Required] 

- 2A > 5C > 5B > OMB > 66 214C > 2B(4) > j.2C > jc > j.C > j.2B > j.236CD > 2C > 2D > j.22C > 2C > 214B(1) > 236236B [Burst - 75% Required] 

Near Corner
Normal Starters
- 2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B

  • To properly connect to 2B link, time it as the sprite is in the falling animation when the 214B launch is finished.

- [AA] 2B(4) > j.2C > jc> j.B > j.C > j.D > j.214B > 2A > 5C > j.C > dj.C > j.2B

- 5D > 2B(4) > j.C > j.2C > j.214B 

- CH j.2D > 66 j.C > 2A > 5C > 5B > 214B > 2B(4) > j.2C > j.214B

- [CO] 2A > 5C > 5B > 236D > 66 2B(4) > j.C > j.2C > j.214B

Skill Starter
- CH 214C/D > 2B(4) > j.C > j.2C > j.214B

System Starter
- C+D > 2A > 2B(4) > j.C > j.2C > j.214B
 

Corner


Normal Starters

- 2A > 5C > 5B > 5AAAAA > 236D > 214A (>214214A)

  • 236D can only combo from the 5th hit of autocombo
  • For a visual cue, notice the enlarged "sparkle" effect from the 5th hit in comparison to the first 4.
- j.B > j.C > j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B 
 
- CH 5D > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > dj.C > j.2B

- CH 5C > 2C > 2D > 5D > 5A > 5C > j.C > j.2C > dj.C > j.2C > j.214AB > 214214A

- 2A > 5C > 5B > 236CD > 2C > 2D > j.22C > 66 214C > 2B(4) > j.2C > dj.C > j.2B >214214AB

       (Works on  :ballAI:  :ballAK:  :ballEL:  :ballKA2:  :ballKE:  :ballMG:  :ballMA:  :ballRI:  :ballTD:  :ballYU:  :ballYUK: )

  • 2C will link universally if spaced far enough from the corner to allow all 17 hits of 236CD to connect

[125% Required] - 5D > 5A > 5C > j.2C > dj.C > j.2C > j.214A > j.236236CD > 2C > 214214A 

  • Space the 5A far enough in order for SB Panta Rhei to hit all 15 times in the corner.

System Starter

CH B+D > j.2C > jc > j.C > j.214AB > 214A > 214214A

One More! Burst 

[75% Required] - 2A > 5C > 5B > OMB > 214D > 2B(4) > j.2C > dj.C > j.2B > late j.236CD > 2C > 2D > j.22C > 2C > 214B > 214214A

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some of the combos that were mentioned in the Marg. thread so far.

 

combo 1 (Giggles454): 2AB>214AB>2A>2B>J.C>J.2C>jc>J.C>J.2C>J.214B=3013

combo 2 (Achedsphinx): on crouchers 5A>5B>5C>236D>OMC>66>2C>2D>214C>2B>J.C>J.2C>jc>>J.C>J.2B=3833

combo 3 (Achedsphinx): CH 5A>2C>2D>214C>2B>J.C>J.2C>jc>J.C>J.2B=3186

combo 4 (Achedsphinx): 236D>5C>214214AB=4654

combo 5 (Zouf): CH 2A>2C>2D>air dash J.22C>dash 214C>2B>5C>J.C>jc>J.C>J214AB>214A>214214A=5300

combo 6 (Buttface): 5AAAAA>236CD>2C>5B>214A>214214A=4097

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The meterless 5C CH combo I like to do: 5C>2C>2D>22C>214C>2B(1)>5B>5C>jB>jC>j214B (4.2k). Goes corner to corner and leads to a knockdown.

Is there a video somewhere of how this combo is done? I'm not understanding how you can get close enough for 2C>214C>2B(1) to connect. Or are you supposed to jump and do j.22C? Any info would be appreciated.

For more information on where I'm screwing up, I'll either get the persona performing 2C behind me or in the wrong direction, and if I do manage to connect 2C>214C, it seems too far a way to get 2B to land.

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Sorry, I should have been more explicit with the directions on how to do it! Once you do 2D just start holding diagonal jump until your character jumps. After they jump I let my stick go neutral and then input the airdash. Again, I let the stick go to neutral and finally I input the j.22C. The j.22C will look like you are really low on the screen but you'll still be airborne. If you find that the 214C is whiffing after j.22C you just need to delay your airdash by a little bit (which is why I let the stick go neutral to add delay). LordKnight does the 50 meter combo of it in this video near the end.

 

Also, you will need to dash after the j.22C before inputting the 214C so you can combo into 2B.

 

Hope that helps!

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A good alternative if you're having trouble with the J.22C is

 

CH 5C>2C>2D>66>214C>2B>J.C>J.2C>jc>J.C>J.2C>J.214B=4173

 

Not hard to do at all, the only thing to watch out for is doing God Hand exactly before going to the other side of the frozen opponent and getting Divine Vaccum instead.

 

I could never get the timing of J.22C lol

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j.22C is not hard at all tbh. Just pratice and you'll get it down eventually.

 

If timed well, you can even OTG with 5B instead of 2B after God Hand, increasing damage of the whole combo by 200.

 

More optimized version of 5C CH combo :

 

CH 5C > 2C > 2D > j.22C > 214C > 2B > 5C > j.2C > dj.B dj.C dj.D > j.214B > 214A > 214214A = 6480 damage / 50 meter only

 

It's harder to do than with j.214AB but cost 25 less meter.

 

I'll try to gather down all the combo i can come up with in a video later

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Amazing Video Urichinan! love the Bayonetta music btw lol

 

Just a couple of non-corner throw and air throw combos

 

Ground Throw>OMC>5C>J.C>J.2C>jc>J.C>J.2C>J.214B=2424

Ground Throw>OMC>2B>J.C>J.2C>jc>J.2C>J.214B=2171

Ground Throw>OMC>J.C>J.2C>jc>J.C>J.2C>J.214B=2190

 

Air Throw combos are meterless, no OMCs

 

Air Throw>J.C>5B>5C>J.C>J.2C>jc>J.C>J.2C>J.236C=2328

Air Throw>J.C>J.2C>jc>J.B>J.C>J.2C>J.214B=2007

Air Throw>J.C>J.2C>J.214B=1700

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So in my video I forgot to cover God Hand OMC and CH DP combos.

 

God Hand > OMC > 5B > 5C > 2B > j.2C > j.214B works, but the 5C has a funky timing. If you have trouble with it you can do 2B(1) > 5B > 5C > j.2C > j.214B.

 

CH DP > j.2C > TK j.214B is the BnB, it's important to note that they can air tech after j.214B here. For Hassou Tobi CH DP > j.2C > dj.B > j.C > j.214A+B > Hassou Tobi is 4k-ish I believe.

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Any tips on how to connect the follow-up J.2C after standing 5C? I can never get this to connect. (In the combo). I can do the first part of the combo, and the ender (in the air) But for the life of me, that transition is tough. Should I try Hopping?

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Any tips on how to connect the follow-up J.2C after standing 5C? I can never get this to connect. (In the combo). I can do the first part of the combo, and the ender (in the air) But for the life of me, that transition is tough. Should I try Hopping?

 

You just normal jump and quickly input the J.2C, no short hops necessary.

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Anyone find anymore combos into Hassou Tobi? The ones that end on a multiple of 8? I know there is the optimized CH 5C combo. Any combos without counter hit or AoA? Jw

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Probably already known, but in the corner I've been doing

236CD(17Hit) > 2C > 2D > jC > j2C > j.c > jC > j2C > j214B = 3.5k

You just have to space Divine Vaccum to where the tip of the spear/front end of the vortex is just touching them.

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Probably already known, but in the corner I've been doing

236AB(17Hit) > 2C > 2D > jC > j2C > j.c > jC > j2C > j214B = 3.5k

 

You just have to space Divine Vaccum to where the tip of the spear/front end of the vortex is just touching them.

 

I think you meant to put 236CD instead of 236AB. Otherwise it looks good!

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Sorry to double post, but to expand on a combo mentioned earlier:

5B > 5A > 5B > 5C > 214B > 2B > jC > j2C > jC > j2C > j214B = 2.8k

 

Works only in the corner, and adds an extra 1k to the 5B > 5A > 5B > 5C > 214B midscreen variant. The gap for 214B > 2B is a little tight I've found, but not impossible. Hope that helps someone~

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This thread has been way too empty, so heres my own combo notes I've compiled and been using. Its biased towards some of the confirm strings I prefer and doesn't include absolutely every variation of every combo, only the ones I think are most optimal, but is still more comprehensive than anything else I've seen. I'm just going to leave the dropbox link because I'm still updating it now and then. Feel free to copy bits and pieces into this thread or anywhere else for your own use.

 

I included Hassou Tobi variations of almost everything, though some of them cost a lot of meter to get there.

 

I didn't bother figuring out minimum meter requirements either, just total quantity spent. I did include some explanations of why/when I would use these combos and of methods for some the tricky parts of some of them.

 

I'm sure there will be at least few things in here not everyone will have seen. Particular credit to Lordknight and Tahichi for a lot of this stuff, and Urichinan and Zouf for their videos.

 

Inahk's Margaret Combo Compilation

 

Let me know if there are any errors or if you come up with any improvements.

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