P4AU/Margaret: Difference between revisions

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  |description=
  |description=
Ardha shoots a fireball at downwards 45 degree angle, does not affect Margaret's momentum.
Ardha shoots a fireball at downwards 45 degree angle, does not affect Margaret's momentum.
*List what the move is used for
*List interesting properties in bullet points like invul, fatal
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
{{MoveData
|image=P4AU_Margaret_j2C.png
|name=j. 2C {{PersonaRequired}}
|data=
{{AttackData-P4AU
|damage=
|level=
|attribute=
|guard=
|cancel=
|p1=
|p2=
|smp=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|hitbox=Margaret/5C
|description=
An air version of Margaret's 5C. Good air-to-air reach. Can cancel out of J. C but not vice versa.
*List what the move is used for
*List interesting properties in bullet points like invul, fatal
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
{{MoveData
|image=P4AU_Margaret_j22C.png
|name=j. 22C {{PersonaRequired}}
|data=
{{AttackData-P4AU
|damage=
|level=
|attribute=
|guard=
|cancel=
|p1=
|p2=
|smp=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|hitbox=Margaret/5C
|description=
An air version of Margaret's 2C. Yoshitsune appears behind Margaret and moves on a downward arc, attacking with both swords when reaching the ground. Requires flexible timing depending on Margaret's height mid-air.
*List what the move is used for
*List interesting properties in bullet points like invul, fatal
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
{{MoveData
|image=P4AU_Margaret_j2D.png
|name=j. 2D {{PersonaRequired}}
|data=
{{AttackData-P4AU
|damage=
|level=
|attribute=
|guard=
|cancel=
|p1=
|p2=
|smp=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|hitbox=Margaret/5C
|description=
Ardha appears behind Margaret launching a block of ice at a downward 45 degree angle. Freezes on hit. Good for following up certain air combos.
*List what the move is used for
*List interesting properties in bullet points like invul, fatal
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
{{MoveData
|image=P4AU_Margaret_j22D.png
|name=j. 22D {{PersonaRequired}}
|data=
{{AttackData-P4AU
|damage=
|level=
|attribute=
|guard=
|cancel=
|p1=
|p2=
|smp=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|hitbox=Margaret/5C
|description=
An air version of Margaret's 2D. Ardha appears on the ground below Margaret for an air grab.
*List what the move is used for
*List what the move is used for
*List interesting properties in bullet points like invul, fatal
*List interesting properties in bullet points like invul, fatal

Revision as of 00:26, 24 October 2014

Margaret

Introduction

P-1 Climax Nickname: "The Sadistic Stud-Keeping Secretary!"
Persona: Cu Chulainn (as her main Persona) Yoshitsune, Ardha, Helel (Instant Kill)
Arcana: Empress
Backstory:

  • Placeholder


Overview

Health: 9500
Persona Cards: 8
Play-style: Zoner/Persona Rekka/Boss Character
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Hover-like Dash

Pros/Strengths:

  • Amazing ranged attacks, can control various angles even from fullscreen.
  • Has a variety of ranged and fairly safe options for mix-up, pressure and zoning.
  • Hassou Tobi can greatly increase her damage potential.
  • Has 8 Persona Cards, the most out of all characters.


Cons/Weaknesses:

  • Lacks a good reversal outside of certain supers.
  • Attacks are slow and have lengthy recovery.
  • Placeholder.


Margaret Selection

  • Margaret can use each one of the three persona she uses in combat (Yoshitsune, Cu Cuchulain and Ardha) in any move she desires to use, allowing to cancel three persona moves into each other.


External References:


Move List

See also: Margaret Full Frame Data

Normal Attacks

5A
P4AU Margaret 5A.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 - - - - - -
5AA 300 - - - - - -
5AAA 400 - - - - - -
5AAAA 400 - - - - - -
5AAAAA 400 - - - - - -

Margaret places five cards that scatter into beams. Counts as a projectile, unique to Margaret, she can cancel her 5B into her 5A.

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5B
P4AU Margaret 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 - - - - - -

Margaret summons a torrent of cards in front of her as she surges forward.

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2A
P4AU Margaret 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
180 - - - - - -

Margaret slides low to the ground to kick the opponent, does NOT low profile.

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2B
P4AU Margaret 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 - - - - - -

Margaret rushes forward attacking with her elbow, than surges upwards with a torrent of cards around her, leaves Margaret airborne if not canceled from the first hit.

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j.A
P4AU Margaret jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 - - - - - -

A card swipes itself in front of Margaret.

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j.B
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 - - - - - -

Aerial version of 5B.

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Guard Cancel Attack
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
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All Out Attack
A+B
P4AU Margaret AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Universal Overhead however, Margaret's AoA can teleport her to the opponent.

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Sweep
2A+B
P4AU Margaret Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 - - - - - -

Full screen low, slow but very useful.

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Persona Attacks

5C Persona Required
P4AU Margaret 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 - - - - - -

Margaret summons Cu Chulainn as he does a spear thrust similar to Mitsuru's 5A and Ken's spear thrust, useful in combos and pressure, has good range for its speed.

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5D Persona Required
P4AU Margaret 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1400 - - - - - Throw

Margaret summons Ardha who attempts to Grab the opponent, slow but very useful in Margaret's mix-up game, Ardha also has guard point during the attack.

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2C Persona Required
P4AU Margaret 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 - - - - - -

Yoshitsune appears above Margaret before lunging at the opponent with both swords, useful since it combos into 2D

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2D Persona Required
P4AU Margaret 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1400 Throw - - - - -

Anti-Air grab, Ardha appears to grab the opponent before launching them, freezes if successful, slow but useful in Margaret's mix-up game when opponents are anticipating 5D or 5C, does not work on grounded opponents.

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j.C Persona Required
P4AU Margaret jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 - - - - - -

Yoshitsune attacks with both swords, amazing vertical and horizontal hitbox, Yoshitsune always appears next to Margaret.

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j.D Persona Required
P4AU Margaret jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 - - - - - -

Ardha shoots a fireball at downwards 45 degree angle, does not affect Margaret's momentum.

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j. 2C Persona Required
P4AU Margaret j2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

An air version of Margaret's 5C. Good air-to-air reach. Can cancel out of J. C but not vice versa.

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j. 22C Persona Required
P4AU Margaret j22C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

An air version of Margaret's 2C. Yoshitsune appears behind Margaret and moves on a downward arc, attacking with both swords when reaching the ground. Requires flexible timing depending on Margaret's height mid-air.

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j. 2D Persona Required
P4AU Margaret j2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Ardha appears behind Margaret launching a block of ice at a downward 45 degree angle. Freezes on hit. Good for following up certain air combos.

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j. 22D Persona Required
P4AU Margaret j22D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

An air version of Margaret's 2D. Ardha appears on the ground below Margaret for an air grab.

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Throws

Ground Throw
C+D
P4AU Margaret GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1100 - - - - - -

Margaret grabs the opponent before slapping them, sends the opponent flying backwards, can combo after midscreen with OMC.

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Air Throw
j.C+D
P4AU Margaret AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 - - - - - -

Margaret grabs the opponent before smacking them with her compendium, can combo afterwards with J.C.

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Furious Action

Ultra Suplex
B+D (air OK)
Damage Guard Startup Active Recovery Frame Adv. Attribute
1128 - - - - - -

Margaret grabs her opponent and jumps as she performs a German Suplex in the air, Air OK, can combo after on counter hit with J.2C. FATAL RECOVERY.

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Skill Attacks

Divine VacuumPersona Required
236C/D (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 800 - - - - - -

Cu Chulainn throws his spear which is engulfed with wind, goes fullscreen and pushes Margaret back slightly, Very good zoning tool for its speed but shouldn't used carelessly as opponents can easily jump or roll through it, Air version is fast but only has Cu Chulainn attacking with his spear, without throwing his spear.

D 1455 - - - - - -

Cu Chulainn attacks with the the tip of his spear being engulfed with wind, before throwing it, can combo after 5AAAAA, can also be used as a feint if people are expecting the C version and try to roll, Air version is like the C Air version but slower and does more damage.

SB 1650 - - - - - -

Has the best damage out of all versions of Divine Wind, wall sticks in the corner and has vacuum effect, Air Version is fast and vacuums as well.

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Gale Slash Persona Required
214A/B (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 800 - - - - - -

Margaret glides along the ground along with Yoshitsune as attacks with his sword, good range, can low profile.

B 800,800 (1200) - - - - - -

Similar to the A Version but slightly slower, goes further and adds a second attack with Yoshitsune rising with his sword, only the first hit must be blocked low, Air Version is used in combos.

SB 700,700,350 (1400) - - - - - -

Fast like the A version and has the best range of all three, adds a third attack which involves Yoshitsune spiking the opponent with both swords.

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God HandPersona Required
214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 1600 - - - - - -

Ardha appears before summoning a giant golden fist to crush the opponent, overhead, always appears next Margaret, can also be used in combos.

D 1800 - - - - - -

Similar to C Version but deals more damage and has more range, useful in Margaret's ranged mix-ups.

SB 2000 - - - - - -

Has the most damage out of all versions, appears further than the C version and closer than the D version

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SP Skill Attacks

Power Slash Persona Required
236236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1000,1000 (2000) - - - - - -
B - - - - - - -
SB - - - - - - -

Two part sword slash with Yoshitsune, A version is fast and is Margaret's go to reversal, has great horizontal and vertical range, it can even hit behind Margaret. During its startup frames, you can cancel this into Hassou Tobi once you are in Awakening.

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Panta Rhei Persona Required
236236C/D (Air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -
D - - - - - - -
SB - - - - - - -
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Awakened SP Skill Attacks

Hassou Tobi Persona Required
214214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - - - -
B - - - - - - -
SB - - - - - - -
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Mediarahan Persona Required
214214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -
D - - - - - - -
SB - - - - - - -
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Instant Kill

Morning StarPersona Required
222C+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. - - - - - -
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Strategy

General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only