< P4AU
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{| class="wikitable" style="float:right; margin-left: | {| class="wikitable" style="float:right; margin-left: 0.5em; width:25%" | ||
|- | |- | ||
!Margaret | !Margaret | ||
|- | |- | ||
|| | || | ||
[[File:P4U2_Margaret_Portrait.png| | [[File:P4U2_Margaret_Portrait.png|300x500px|center]] | ||
|- | |- | ||
|| | || | ||
{{ | {{#lst:P4AU/Margaret/Data|System Data}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Mixed | :Mixed | ||
|} | |} | ||
{{TOC limit| | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | |||
</div> | |||
==Introduction== | ==Introduction== | ||
'''P-1 Climax Nickname: "The Sadistic Stud-Keeping Secretary!"'''<br/> | '''P-1 Climax Nickname: "The Sadistic Stud-Keeping Secretary!"'''<br/> | ||
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Margaret is a resident of the Velvet Room, and another being "who resides over power". As Igor's assistant, Margaret helped Yu by providing him access to the Persona Compendium, and occasionally offering him advice on certain matters. Quiet and professional, Margaret usually employs a hands-off approach when it comes to Yu's affairs, though she seems to have a keen interest in the P-1 Grand Prix... | Margaret is a resident of the Velvet Room, and another being "who resides over power". As Igor's assistant, Margaret helped Yu by providing him access to the Persona Compendium, and occasionally offering him advice on certain matters. Quiet and professional, Margaret usually employs a hands-off approach when it comes to Yu's affairs, though she seems to have a keen interest in the P-1 Grand Prix... | ||
== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*Incredibly versatile, with the ability to play keep away and go in for tricky mix-ups.<br/> | *Incredibly versatile, with the ability to play keep away and go in for tricky mix-ups.<br/> | ||
*Exceptional neutral game. She can control various angles even from fullscreen.<br/> | *Exceptional neutral game. She can control various angles even from fullscreen.<br/> | ||
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*Has 8 Persona cards, the most out of all characters.<br/> | *Has 8 Persona cards, the most out of all characters.<br/> | ||
*Has access to several burst safe combos. | *Has access to several burst safe combos. | ||
| style="width: 50%;"| | |||
*Limited defensive options without meter.<br/> | *Limited defensive options without meter.<br/> | ||
*Difficulty in challenging opponents directly above her.<br/> | *Difficulty in challenging opponents directly above her.<br/> | ||
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*Cannot jump cancel any attack on block.<br/> | *Cannot jump cancel any attack on block.<br/> | ||
*One of the tallest characters in the game, making her susceptible to fuzzy guard mixups.<br/> | *One of the tallest characters in the game, making her susceptible to fuzzy guard mixups.<br/> | ||
|- | |||
|} | |||
<br/> | <br/> | ||
===Margaret Selection=== | |||
*Margaret can use each one of the three persona she uses in combat (Yoshitsune, Cu Cuchulain and Ardha) after any move she desires to use, allowing to cancel her persona moves into each other similar to "rekkas" in many fighting games. However, only one persona is permitted to be on screen at any time. Certain Persona attacks always begin from Margaret's position, while others allow Margaret to displace one Persona and then have another attack from range.<br/> | *Margaret can use each one of the three persona she uses in combat (Yoshitsune, Cu Cuchulain and Ardha) after any move she desires to use, allowing to cancel her persona moves into each other similar to "rekkas" in many fighting games. However, only one persona is permitted to be on screen at any time. Certain Persona attacks always begin from Margaret's position, while others allow Margaret to displace one Persona and then have another attack from range.<br/> | ||
<br/> | <br/> | ||
==External References== | |||
*Japanese Name: | *Japanese Name: マーガレット | ||
*[http://www.dustloop.com/ Japanese Wiki] | *[http://www.dustloop.com/ Japanese Wiki] | ||
*[http://www.dustloop.com/ Japanese BBS] | *[http://www.dustloop.com/ Japanese BBS] | ||
*[http://www.dustloop.com/ Arcade Profile Dan Rankings] | *[http://www.dustloop.com/ Arcade Profile Dan Rankings] | ||
*[http://www.dustloop.com/ Character Video Thread] | *[http://www.dustloop.com/ Character Video Thread] | ||
{{#lst:P4AU/Margaret/Data|Links}} | |||
<br clear=all/> | <br clear=all/> | ||
==Normal Attacks== | |||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_5A.png | |image=P4AU_Margaret_5A.png | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=5A | |version=5A | ||
|damage=200 | |damage=200 |attribute=Projectile |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-10 | |||
|startup=9 | |||
|description=Margaret places an array of five cards. Projectile attribute. Hits crouchers. Dash-cancellable on hit or block, jump-cancellable only on hit. Due to the height at which the cards are placed, 5A can be used as a situational anti-air, as it carries less risk than 2B. Common pressure tool and combo starter. | |description=Margaret places an array of five cards. Projectile attribute. Hits crouchers. Dash-cancellable on hit or block, jump-cancellable only on hit. Due to the height at which the cards are placed, 5A can be used as a situational anti-air, as it carries less risk than 2B. Common pressure tool and combo starter. | ||
* 5A dash cancel is -7 on block | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage=300 | |damage=300 |attribute=Projectile |guard=All | ||
|startup=4 |active= |recovery= |frameAdv=-10 | |||
|startup=4 | |||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=4 |active= |recovery= |frameAdv=-10 | |||
|startup=4 | |||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=5AAAA | |version=5AAAA | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=4 |active= |recovery= |frameAdv=-10 | |||
|startup=4 | |||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=5AAAAA | |version=5AAAAA | ||
|damage=400 | |damage=400 |attribute=Projectile |guard=All | ||
|startup=4 |active= |recovery= |frameAdv=-13 | |||
|startup=4 | |||
|description= | |description= | ||
After placing the cards, Margaret flicks them, turning them into beams of light. Projectile attribute. Unlike 5A, 5AA and the subsequent follow-ups can whiff on crouching opponents. The beams have significant horizontal range, making them an excellent pressure tool when spaced well. 5AAAAA builds ~13 SP and 1/8th of the Burst gauge on hit. | After placing the cards, Margaret flicks them, turning them into beams of light. Projectile attribute. Unlike 5A, 5AA and the subsequent follow-ups can whiff on crouching opponents. The beams have significant horizontal range, making them an excellent pressure tool when spaced well. 5AAAAA builds ~13 SP and 1/8th of the Burst gauge on hit. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=500 | |damage=500 |attribute=Body |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-7~ -3 | |||
|startup=10 | |||
|description= | |description= | ||
Margaret summons a torrent of cards in front of her as she surges forward. Despite the animation, 5B is not a projectile. Frame advantage depends on Margaret's distance from the opponent. Unlike the rest of the cast, Margaret can cancel 5B into 5A once per string. Can anti-air at certain spacings. If used predictably at neutral, it can be rolled on reaction; however, 5B catches backdashes, making it a very strong tool in pressure or when beginning an offensive. | Margaret summons a torrent of cards in front of her as she surges forward. Despite the animation, 5B is not a projectile. Frame advantage depends on Margaret's distance from the opponent. Unlike the rest of the cast, Margaret can cancel 5B into 5A once per string. Can anti-air at certain spacings. If used predictably at neutral, it can be rolled on reaction; however, 5B catches backdashes, making it a very strong tool in pressure or when beginning an offensive. | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_2A.png | |image=P4AU_Margaret_2A.png|caption=Dem legs | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=180 | |damage=180 |attribute=Foot |guard=Low | ||
|startup=8 |active= |recovery= |frameAdv=-12 | |||
|startup=8 | |||
|description= | |description= | ||
Margaret slides low to the ground to kick the opponent. Does not cancel into itself. Despite the animation, 2A does not low-profile well, though it can situationally evade moves such as Minazuki's knives. Unlike most characters, Margaret cannot cancel 2A into itself and is committed for the entire duration of the move. Cancels into 2B and 5B, as well as all Persona ground normals and specials to allow a wide variety of mixup and pressure options. | Margaret slides low to the ground to kick the opponent. Does not cancel into itself. Despite the animation, 2A does not low-profile well, though it can situationally evade moves such as Minazuki's knives. Unlike most characters, Margaret cannot cancel 2A into itself and is committed for the entire duration of the move. Cancels into 2B and 5B, as well as all Persona ground normals and specials to allow a wide variety of mixup and pressure options. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=200, 100, 100, 100 | |damage=200, 100, 100, 100 |attribute=Body |guard=AUB (1), All (2-4) | ||
|startup=7 |active= |recovery= |frameAdv= | |||
|startup=7 | |||
|description=*AUB on first hit only. | |description=*AUB on first hit only. | ||
*Has Head invuln frames during first hit. | *Has Head invuln frames during first hit. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=200 | |damage=200 |attribute=Head |guard=High | ||
|startup=7 |active= |recovery= |frameAdv= | |||
|startup=7 | |||
|description= | |description= | ||
Margaret swipes a card in front of herself. Overhead. j.A has low hitstun, so it doesn't see much use outside of certain situations or in combos where a fast air normal is needed as fodder. In pressure, it can also be used for fuzzy guards, such as by One More! Cancelling after a blocked God's Hand. Margaret's fastest air attack. Covers a respectable horizontal range, making it a decent air-to-air when on the same vertical plane as an opponent. | Margaret swipes a card in front of herself. Overhead. j.A has low hitstun, so it doesn't see much use outside of certain situations or in combos where a fast air normal is needed as fodder. In pressure, it can also be used for fuzzy guards, such as by One More! Cancelling after a blocked God's Hand. Margaret's fastest air attack. Covers a respectable horizontal range, making it a decent air-to-air when on the same vertical plane as an opponent. | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=P4AU_Margaret_5B.png | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=300 | |damage=300 |attribute=Head |guard=All | ||
|startup=12 |active= |recovery= |frameAdv= | |||
|startup=12 | |||
|description= | |description= | ||
Aerial version of 5B. Not an overhead. Can be done very low to the ground to fake her overheads and go for a low/throw mixup. Gatlings to j.2B and j.C, making it useful for fuzzy guard strings or to sneak in a delayed overhead to punish an opponent for not blocking high. Margaret cannot perform another action on whiff, leaving her vulnerable to a punish. Can convert into huge damage with resources and Awakening. j.B is slower than j.A but has a much better hitbox around Margaret, giving it utility as an air-to-air, as well as having more blockstun/hitstun than j.A. j.B>j.C is gapless even on Instant Block. | Aerial version of 5B. Not an overhead. Can be done very low to the ground to fake her overheads and go for a low/throw mixup. Gatlings to j.2B and j.C, making it useful for fuzzy guard strings or to sneak in a delayed overhead to punish an opponent for not blocking high. Margaret cannot perform another action on whiff, leaving her vulnerable to a punish. Can convert into huge damage with resources and Awakening. j.B is slower than j.A but has a much better hitbox around Margaret, giving it utility as an air-to-air, as well as having more blockstun/hitstun than j.A. j.B>j.C is gapless even on Instant Block. | ||
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====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_j2B.png | |image=P4AU_Margaret_j2B.png|caption=when it comes to skirt length, always leave them wanting less | ||
|name=j.2B | |name=j.2B | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=450 | |damage=450 |attribute=Head |guard=High | ||
|startup=13 |active= |recovery= |frameAdv=+3~+7 | |||
|startup=13 | |||
|description=*Fatal Counter. | |description=*Fatal Counter. | ||
*Forces crouch on hit. | *Forces crouch on hit. | ||
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====== <font style="visibility:hidden" size="0">[[Offense (P4AU)#All Out Attack|All Out Attack]]</font> ====== | ====== <font style="visibility:hidden" size="0">[[Offense (P4AU)#All Out Attack|All Out Attack]]</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_AOA.png | |image=P4AU_Margaret_AOA.png |caption=So good and yet, so bad | ||
|name=[[Offense (P4AU)#All Out Attack|All Out Attack]] | |name=[[Offense (P4AU)#All Out Attack|All Out Attack]] | ||
|input=A+B | |input=A+B | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage= | |damage= |attribute= |guard=High | ||
|startup=41 |active= |recovery= |frameAdv=-25 | |||
|startup=41 | |||
|description= | |description= | ||
Universal overhead. Margaret disappears from the stage, then reemerges next to the opponent. Considered airborne during her reappearance. When teleporting to the opponent, the attack can cross-up, though it will never cross-up when the opponent is hugging the corner. While Margaret's AoA does cover huge range and has guardpoint during the latter half of the move, it is also the slowest AoA in the game and has a highly telegraphed animation. Additionally, the guard frames are not invulnerable to throws or supers, allowing opponents to easily punish Margaret when she reappears on screen. Extremely negative on block. | Universal overhead. Margaret disappears from the stage, then reemerges next to the opponent. Considered airborne during her reappearance. When teleporting to the opponent, the attack can cross-up, though it will never cross-up when the opponent is hugging the corner. While Margaret's AoA does cover huge range and has guardpoint during the latter half of the move, it is also the slowest AoA in the game and has a highly telegraphed animation. Additionally, the guard frames are not invulnerable to throws or supers, allowing opponents to easily punish Margaret when she reappears on screen. Extremely negative on block. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Sweep</font> ====== | ====== <font style="visibility:hidden" size="0">Sweep</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_Sweep.png | |image=P4AU_Margaret_Sweep.png |caption=Throw the book at 'em. | ||
|name=Sweep | |name=Sweep | ||
|input=2A+B | |input=2A+B | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=700 | |damage=700 |attribute= |guard=Low | ||
|startup=23 |active= |recovery= |frameAdv=-9 | |||
|startup=23 | |||
|description= | |description= | ||
Full screen low. Projectile attribute, so opponents looking for the move can roll it on reaction. Has a period of Chest invuln, as with most other sweeps. Limited hitstun/blockstun, but a very useful tool for disruptions, baiting opponents, and halting an opponent's ground advance. | Full screen low. Projectile attribute, so opponents looking for the move can roll it on reaction. Has a period of Chest invuln, as with most other sweeps. Limited hitstun/blockstun, but a very useful tool for disruptions, baiting opponents, and halting an opponent's ground advance. | ||
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<br clear=all/> | <br clear=all/> | ||
==Persona Attacks== | |||
====== <font style="visibility:hidden" size="0">5C | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_5C.png | |image=P4AU_Margaret_5C.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=700 | |damage=700 |attribute=Chest |guard=All | ||
|startup=12 |active= |recovery= |frameAdv=-18 | |||
|startup=12 | |||
|description= | |description= | ||
Margaret summons Cu Chulainn to perform a spear thrust. Very good tool for combos and pressure, with good range for its speed. Has a slight vertical hitbox. There is a small deadzone directly in front of Margaret that some characters can reversal through to CH Margaret. Dash-cancellable on hit or block. The dash-cancel is always negative, but when 5C is displaced, dash-cancelling the attack allows Margaret to quickly and safely close in on opponents. 5C has very low proration values, making it extremely rewarding on counter-hit. | Margaret summons Cu Chulainn to perform a spear thrust. Very good tool for combos and pressure, with good range for its speed. Has a slight vertical hitbox. There is a small deadzone directly in front of Margaret that some characters can reversal through to CH Margaret. Dash-cancellable on hit or block. The dash-cancel is always negative, but when 5C is displaced, dash-cancelling the attack allows Margaret to quickly and safely close in on opponents from fullscreen. 5C has very low proration values, making it extremely rewarding on counter-hit. | ||
* 5C dash cancel is -6 | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5D | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_5D.png | |image=P4AU_Margaret_5D.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1400 | |damage=1400 |attribute=Throw |guard=Throw | ||
|startup=35 |active= |recovery= |frameAdv= | |||
|startup=35 | |||
|description= | |description= | ||
*Ardha has guard point during startup until the 1st active frame. | *Ardha has guard point during startup until the 1st active frame. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">2C | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_2C.png | |image=P4AU_Margaret_2C.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=900 | |damage=900 |attribute=Head |guard=All | ||
|startup=25 |active= |recovery= |frameAdv=-8 | |||
|startup=25 | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">2D | ====== <font style="visibility:hidden" size="0">2D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_2D.png | |image=P4AU_Margaret_2D.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1400 | |damage=1400 |attribute=Throw |guard=Throw | ||
|startup=23 |active= |recovery= |frameAdv= | |||
|startup=23 | |||
|description= | |description= | ||
Ardha extends a hand in the air, attempting to grab the opponent. On contact, the attack freezes; however, the grab will only catch at the first active frame. For this reason, 2D is primarily used as a combo extender immediately after 2C or 236236C in the corner. Additionally, 2D hits three times, making it a useful tool for manipulating combos for Hassou Tobi. | Ardha extends a hand in the air, attempting to grab the opponent. On contact, the attack freezes; however, the grab will only catch at the first active frame. For this reason, 2D is primarily used as a combo extender immediately after 2C or 236236C in the corner. Additionally, 2D hits three times, making it a useful tool for manipulating combos for Hassou Tobi. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">j.C | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_jC.png | |image=P4AU_Margaret_jC.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=700 | |damage=700 |attribute=Head |guard=High | ||
|startup=12 |active= |recovery= |frameAdv= | |||
|startup=12 | |||
|description= | |description= | ||
Yoshitsune attacks with both swords for an amazing vertical and horizontal hitbox. Overhead. j.C is commonly used as a jump-in, air to air, and as a safejump after knockdowns. | Yoshitsune attacks with both swords for an amazing vertical and horizontal hitbox. Overhead. j.C is commonly used as a jump-in, air to air, and as a safejump after knockdowns. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">j.D | ====== <font style="visibility:hidden" size="0">j.D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_jD.png | |image=P4AU_Margaret_jD.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=700 | |damage=700 |attribute=Projectile, Head |guard=All | ||
|startup=17 |active= |recovery= |frameAdv= | |||
|startup=17 | |||
|description= | |description= | ||
*Margaret cannot perform another action until landing. | *Margaret cannot perform another action until landing. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">j. 2C | ====== <font style="visibility:hidden" size="0">j. 2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_j2C.png | |image=P4AU_Margaret_j2C.png | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=700 | |damage=700 |attribute=Head |guard=All | ||
|startup=10 |active= |recovery= |frameAdv= | |||
|startup=10 | |||
|description= | |description= | ||
*Halts Margaret's air momentum | *Halts Margaret's air momentum | ||
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Its use in pressure is more specific to preventing jumps in the corner and can also be used to hover over counter-based moves such as Rise/Chie's B+D | Its use in pressure is more specific to preventing jumps in the corner and can also be used to hover over counter-based moves such as Rise/Chie's B+D | ||
An important property of this move is that Margaret will remain in a "hovering" state on hit or block and that property can transfer over another gatling. For example, using j.D after j.2C on block will cause the fireball to spawn while Margaret remains floating (and unable to do anything until landing). For a beneficial example, combos that involve j.2C into j.214B allows Margaret time to use air actions for oki options and safejumps. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j. 22C | ====== <font style="visibility:hidden" size="0">j. 22C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_j22C.png | |image=P4AU_Margaret_j22C.png |caption=Can control how far it moves by holding {{4}} | ||
|caption=Can control how far it moves by holding {{4}} | |||
|name=j.22C {{PersonaRequired}} | |name=j.22C {{PersonaRequired}} | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=900 | |damage=900 |attribute=Head |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">j. 2D | ====== <font style="visibility:hidden" size="0">j. 2D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_j2D.png | |image=P4AU_Margaret_j2D.png | ||
Line 610: | Line 356: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=600 | |damage=600 |attribute=Projectile, Head |guard=All | ||
|startup=22 |active= |recovery= |frameAdv= | |||
|startup=22 | |||
|description= | |description= | ||
*Margaret maintains air actions following recovery. | *Margaret maintains air actions following recovery. | ||
Line 634: | Line 368: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j. 22D | ====== <font style="visibility:hidden" size="0">j. 22D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_j22D.png | |image=P4AU_Margaret_j22D.png | ||
Line 640: | Line 374: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1400 | |damage=1400 |attribute=Throw |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*Pauses Margaret's air momentum. | *Pauses Margaret's air momentum. | ||
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<br clear=all/> | <br clear=all/> | ||
==Universal Mechanics== | |||
====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_GroundThrow.png | |image=P4AU_Margaret_GroundThrow.png | ||
|name=Ground Throw | |name=Ground Throw | ||
|input=C+D | |input=C+D |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1100 | |damage=1100 |attribute=Throw |guard=Throw | ||
|startup=5 |active= |recovery= |frameAdv= | |||
|startup=5 | |||
|description= | |description= | ||
Margaret grabs the opponent before slapping them far away from her. Midscreen, Margaret has enough time to approach with an airdash to start pressure. Near the corner, it will always wallbounce to allow Margaret to extend the throw into a small combo for knockdown or substantial damage with meter. | Margaret grabs the opponent before slapping them far away from her. Midscreen, Margaret has enough time to approach with an airdash to start pressure. Near the corner, it will always wallbounce to allow Margaret to extend the throw into a small combo for knockdown or substantial damage with meter. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1000 | |damage=1000 |attribute=Throw |guard=Throw | ||
|startup=5 |active= |recovery= |frameAdv= | |||
|startup=5 | |||
|description= | |description= | ||
Margaret grabs the opponent before smacking them to the ground with her compendium. Afterwards, it can be followed with falling j.C to convert into a combo. | Margaret grabs the opponent before smacking them to the ground with her compendium. Afterwards, it can be followed with falling j.C to convert into a combo. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=1128 | |damage=1128 |attribute=Throw |guard=Throw | ||
|startup=14 |active= |recovery= |frameAdv= | |||
|startup=14 | |||
|description=*Fatal Recovery. | |description=*Fatal Recovery. | ||
*The throw is techable unless it lands counter-hit, as with a normal throw. | *The throw is techable unless it lands counter-hit, as with a normal throw. | ||
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|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage= | |damage= |guard=Low | ||
|description=Shares the same animation as Margaret's 2A and also hits ''low''. As with other Guard Cancel Assaults, it's slow, does zero damage, has autoguard for the duration, blasts the opponent away on hit, and can be One More! Cancelled or One More! Bursted on hit or block. Margaret's Guard Cancel attack shares the same weaknesses inherent to Guard Cancel Assaults in addition to hitting low, making it especially easy for opponents to avoid, then punish the lengthy recovery. As a defensive option, it's quite poor, so use it sparingly, if at all. | |description=Shares the same animation as Margaret's 2A and also hits ''low''. As with other Guard Cancel Assaults, it's slow, does zero damage, has autoguard for the duration, blasts the opponent away on hit, and can be One More! Cancelled or One More! Bursted on hit or block. Margaret's Guard Cancel attack shares the same weaknesses inherent to Guard Cancel Assaults in addition to hitting low, making it especially easy for opponents to avoid, then punish the lengthy recovery. As a defensive option, it's quite poor, so use it sparingly, if at all. | ||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
==[[Offense (P4AU)#Skills|Skill Attacks]]== | |||
====== <font style="visibility:hidden" size="0">Divine Vacuum{{PersonaRequired}}</font> ====== | ====== <font style="visibility:hidden" size="0">Divine Vacuum{{PersonaRequired}}</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 769: | Line 451: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C | |version=C | ||
|damage=800 | |damage=800 |attribute=Projectile, Chest |guard=All | ||
|startup=16 |active= |recovery= |frameAdv=-19~-10 | |||
|startup=16 | |||
|description= | |description= | ||
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. | 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. | ||
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|header=no | |header=no | ||
|version=D | |version=D | ||
|damage=1455 | |damage=1455 |attribute=Projectile, Projectile/Chest (2) |guard=All | ||
|startup=19 |active= |recovery= |frameAdv=-5 | |||
|startup=19 | |||
|description= | |description= | ||
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. | 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. | ||
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|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=1650 | |damage=1650 |attribute=Projectile, Projectile/Chest (2) |guard=All | ||
|startup=17 |active= |recovery= |frameAdv=-3 | |||
|startup=17 | |||
|description= | |description= | ||
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. | 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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}} | }} | ||
====== <font style="visibility:hidden" size="0"> Gale Slash | ====== <font style="visibility:hidden" size="0">Gale Slash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_GaleSlash.png | |image=P4AU_Margaret_GaleSlash.png |caption=Sword limo | ||
|caption=Sword limo | |image2=P4AU_Margaret_GaleSlash2.png |caption2= | ||
|name= Gale Slash {{PersonaRequired}} | |name= Gale Slash {{PersonaRequired}} | ||
|input=214A/B (air OK) | |input=214A/B (air OK) | ||
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{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=800 | |damage=800 |attribute=Foot |guard=Low | ||
|startup=12 |active= |recovery= |frameAdv=-11~-6 | |||
|startup=12 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=A Air | |version=A Air | ||
|damage=800 | |damage=800 |attribute= |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |||
|startup=13 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=800, 400 | |damage=800, 400 |attribute=Foot(1), Head(2) |guard=Low, All | ||
|startup=17 |active= |recovery= |frameAdv=-14 | |||
|startup=17 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=B Air | |version=B Air | ||
|damage=600, 300 | |damage=600, 300 |attribute= |guard=All (2) | ||
|startup=15 |active= |recovery= |frameAdv=- | |||
|startup=15 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=700, 350(2) | |damage=700, 350(2) |attribute=Foot(1), Head (2) |guard=Low, All (2) | ||
|startup=13 |active= |recovery= |frameAdv= | |||
|startup=13 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB Air | |version=SB Air | ||
|damage=600, 300(2) | |damage=600, 300(2) |attribute= |guard=All (3) | ||
|startup=13 |active= |recovery= |frameAdv= | |||
|startup=13 | |||
|description= | |description= | ||
*Margaret is considered crouching during all ground versions. | *Margaret is considered crouching during all ground versions. | ||
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{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C | |version=C | ||
|damage=1600 | |damage=1600 |attribute=Body |guard=High | ||
|startup=25 |active= |recovery= |frameAdv=-4 | |||
|startup=25 | |||
|description= | |description= | ||
Ardha appears before summoning a giant golden fist to crush the opponent. Hits overhead and always appears next Margaret. | Ardha appears before summoning a giant golden fist to crush the opponent. Hits overhead and always appears next Margaret. | ||
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|header=no | |header=no | ||
|version=D | |version=D | ||
|damage=1800 | |damage=1800 |attribute=Body |guard=High | ||
|startup=28 |active= |recovery= |frameAdv=-9 | |||
|startup=28 | |||
|description= | |description= | ||
A slower, more powerful version that always appears a fixed distance from Margaret. Used in combo situations where 214C has already been used or a burst-safe, long-distance ender. However, this move has longer recovery and is also prone to Evasive Actions and fullscreen supers on reaction. | A slower, more powerful version that always appears a fixed distance from Margaret. Used in combo situations where 214C has already been used or a burst-safe, long-distance ender. However, this move has longer recovery and is also prone to Evasive Actions and fullscreen supers on reaction. | ||
Line 1,018: | Line 568: | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=2000 | |damage=2000 |attribute=Body |guard=High | ||
|startup=24 |active= |recovery= |frameAdv=-4 | |||
|startup=24 | |||
|description= | |description= | ||
Has the fastest startup and most damage between all versions. Appears further than the C version and closer than the D version. | Has the fastest startup and most damage between all versions. Appears further than the C version and closer than the D version. | ||
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<br clear=all/> | <br clear=all/> | ||
==[[Gauges (P4AU)#SP Skill Attack|SP Skill Attacks]]== | |||
====== <font style="visibility:hidden" size="0">Power Slash | ====== <font style="visibility:hidden" size="0">Power Slash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_PowerSlash.png | |image=P4AU_Margaret_PowerSlash.png | ||
Line 1,049: | Line 587: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=1000,1000 (2000) | |damage=1000,1000 (2000) |attribute=Body |guard=All | ||
|startup=4+4 |active= |recovery= |frameAdv=-24 | |||
|startup=4+4 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=1350,1350 (2700) | |damage=1350,1350 (2700) |attribute=Body |guard=All | ||
|startup=4+19 |active= |recovery= |frameAdv=-14 | |||
|startup=4+19 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=1200,1200 (2400) | |damage=1200,1200 (2400) |attribute=Body |guard=All | ||
|startup=4+3 |active= |recovery= |frameAdv=-21 | |||
|startup=4+3 | |||
|description= | |description= | ||
*A/B versions add 300 extra damage to 236236A, 404 to 236236B, 360 to 236236AB, and 432 to all versions of Hassou Tobi.<br /> | *A/B versions add 300 extra damage to 236236A, 404 to 236236B, 360 to 236236AB, and 432 to all versions of Hassou Tobi.<br /> | ||
*SB version adds 600 extra damage to 236236A, 810 to 236236B, 720 to 236236AB, and 864 to all versions of Hassou Tobi. <br /> | *SB version adds 600 extra damage to 236236A, 810 to 236236B, 720 to 236236AB, and 864 to all versions of Hassou Tobi. <br /> | ||
Two part sword slash with Yoshitsune. The A version is fast and Margaret's go to reversal, as it leads to significant damage on hit and if One More! Cancelled on block, it is very difficult for an opponent to punish Margaret. The B version does the most damage but also has the most start-up, limiting its utility to using the increased invuln to punish very slow moves, while the SB version is one frame faster than the A version, does more damage than the A version but less than B, and adds the most damage to another Power Slash or Hassou Tobi, making it very useful for kill combos. Power Slash has great horizontal and vertical range, as well as a slight backward hitbox; however, if the opponent is at point-blank during start-up, they can roll at the flash to prevent Margaret from using a One More! Cancel. During startup frames, you can cancel any version of Power Slash into a second Power Slash or Hassou Tobi for increased damage. | Two part sword slash with Yoshitsune. The A version is fast and Margaret's go to reversal, as it leads to significant damage on hit and if One More! Cancelled on block, it is very difficult for an opponent to punish Margaret. | ||
The B version does the most damage but also has the most start-up, limiting its utility to using the increased invuln to punish very slow moves, while the SB version is one frame faster than the A version, does more damage than the A version but less than B, and adds the most damage to another Power Slash or Hassou Tobi, making it very useful for kill combos. | |||
Power Slash has great horizontal and vertical range, as well as a slight backward hitbox; however, if the opponent is at point-blank during start-up, they can roll at the flash to prevent Margaret from using a One More! Cancel. | |||
During startup frames, you can cancel any version of Power Slash into a second Power Slash or Hassou Tobi for increased damage. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Panta Rhei | ====== <font style="visibility:hidden" size="0">Panta Rhei</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_PantaRhei.png | |image=P4AU_Margaret_PantaRhei.png | ||
Line 1,115: | Line 623: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C | |version=C | ||
|damage=1950 | |damage=1950 |attribute=Projectile |guard=All | ||
|startup=4+9 |active= |recovery= |frameAdv=+45 | |||
|startup=4+9 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=D | |version=D | ||
|damage=1950 | |damage=1950 |attribute=Projectile |guard=All | ||
|startup=4+21 |active= |recovery= |frameAdv=+84 | |||
|startup=4+21 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=2240 | |damage=2240 |attribute=Projectile |guard=All | ||
|startup=4+7 |active= |recovery= |frameAdv=+59 | |||
|startup=4+7 | |||
|description= | |description= | ||
Margaret summons a large tornado that travels along the entire screen. If the opponent is hit, the tornado gives a fixed number of hits (10 for C&D and 15 for SB) before ejecting them into the sky. The C version is commonly used to extend small ground combos to finish rounds, | Margaret summons a large tornado that travels along the entire screen. If the opponent is hit, the tornado gives a fixed number of hits (10 for C&D and 15 for SB) before ejecting them into the sky. The C version is commonly used to extend small ground combos from 214A to finish rounds, often ending with Hassou Tobi. | ||
In addition, using the C or SB version following a well-spaced 214A will extend blockstrings while providing corner carry to reset pressure. Using Panta Rhei in this way will leave Margaret vulnerable to Guard Cancel options and provide the opponent a significant amount of meter on Instant Block. | |||
The | The C version travels quickly, the D version travels slowly, and the SB version travels a medium speed. | ||
The SB version possesses startup invulnerability and is a notable reversal due to the large hitbox of the tornado. While Panta Rhei does not cover the same areas as Power Slash, it causes more damage on hit and guarantees escape on block for 25 less meter than Power Slash OMC. Unlike the C version, the SB version is more useful in extending air combos due to being completely untechable until the target hits the ground. | |||
Using the move deep in the corner can be wasteful of meter as the tornado will travel off the stage before it is completed. Therefore, using it for corner blockstrings may be less safe than midscreen without One More! Cancels. In addition, the tornado might not eject the opponent before leaving. | Using the move deep in the corner can be wasteful of meter as the tornado will travel off the stage before it is completed. Therefore, using it for corner blockstrings may be less safe than midscreen without One More! Cancels. In addition, the tornado might not eject the opponent before leaving. | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==[[Damage (P4AU)#Awakening|Awakened]] SP Skill Attacks== | |||
====== <font style="visibility:hidden" size="0">Hassou Tobi | ====== <font style="visibility:hidden" size="0">Hassou Tobi</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_HassouTobi.png | |image=P4AU_Margaret_HassouTobi.png|caption=fuck 'em up | ||
|name=Hassou Tobi {{PersonaRequired}} | |name=Hassou Tobi {{PersonaRequired}} | ||
|input=214214A/B | |input=214214A/B | ||
Line 1,190: | Line 660: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=A | |version=A | ||
|damage=2880 | |damage=2880 |attribute=Body |guard=All | ||
|startup=4+10 |active=15~31 |recovery= |frameAdv=-39~-24 | |||
|startup=4+10 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,209: | Line 667: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=2880 | |damage=2880 |attribute=Body |guard=All | ||
|startup=4+43 |active=47~63 |recovery= |frameAdv=-39~-24 | |||
|startup=4+43 | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage=2880 | |damage=2880 |attribute=Body |guard=All | ||
|startup=4+4 |active= |recovery= |frameAdv=-39~-24 | |||
|startup=4+4 | |||
|description= | |description= | ||
A unique super that deals damage based on the number of hits dealt ''before'' the super connected. Hassou Tobi will automatically add hits up to the nearest multiple of 8 in a combo. (Example: If you ended a combo with 7 hits, the super will only go up to 8.) | A unique super that deals damage based on the number of hits dealt ''before'' the super connected. Hassou Tobi will automatically add hits up to the nearest multiple of 8 in a combo. (Example: If you ended a combo with 7 hits, the super will only go up to 8.) | ||
Line 1,246: | Line 680: | ||
Each individual hit of the super adds increasing damage with the 8th hit generating very high damage. It is always preferred to end a combo in a multiple of 8 before super cancelling into Hassou Tobi in order to access the highest damage possible. | Each individual hit of the super adds increasing damage with the 8th hit generating very high damage. It is always preferred to end a combo in a multiple of 8 before super cancelling into Hassou Tobi in order to access the highest damage possible. | ||
All versions of Hassou Tobi deal the same amount of damage but differ in startup values. The A version is the most commonly used due to being 50 meter for optimal meter usage. The B version is too slow to use in combos, but the long invulnerability can be used to situationally punish other slow moves with long invulnerability. The SB version is very fast and is used in combos where the A version cannot connect due to proration or distance. The speed of SB Hassou can be used to punish fullscreen attempts to zone. However, Hassou Tobi should not be used as a traditional reversal as Margaret is left in place for the entire duration of the move on whiff or block. | All versions of Hassou Tobi deal the same amount of damage but differ in startup values. The A version is the most commonly used due to being 50 meter for optimal meter usage. The B version is too slow to use in combos, but the long invulnerability can be used to situationally punish other slow moves with long invulnerability. | ||
The SB version is very fast and is used in combos where the A version cannot connect due to proration or distance. The speed of SB Hassou can be used to punish fullscreen attempts to zone. | |||
However, Hassou Tobi should not be used as a traditional reversal as Margaret is left in place for the entire duration of the move on whiff or block. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Mediarahan | ====== <font style="visibility:hidden" size="0">Mediarahan</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_Mediarahan.png | |image=P4AU_Margaret_Mediarahan.png | ||
Line 1,258: | Line 696: | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|version=C | |version=C | ||
|damage= | |damage= |attribute= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,277: | Line 703: | ||
|header=no | |header=no | ||
|version=D | |version=D | ||
|damage= | |damage= |attribute= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|header=no | |header=no | ||
|version=SB | |version=SB | ||
|damage= | |damage= |attribute= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
A healing super that restores a fixed amount of health to Margaret and a trivial amount to the opponent following the superflash. The C version heals a small amount of health relatively quickly. The D version slowly adds a more substantial amount over time but leaves Margaret exposed longer. The SB version adds an amount between both versions with the fastest recovery. | A healing super that restores a fixed amount of health to Margaret and a trivial amount to the opponent following the superflash. The C version heals a small amount of health relatively quickly. The D version slowly adds a more substantial amount over time but leaves Margaret exposed longer. The SB version adds an amount between both versions with the fastest recovery. | ||
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<br clear=all/> | <br clear=all/> | ||
==[[Gauges (P4AU)#Instant Kill|Instant Kill]]== | |||
{{MoveData | {{MoveData | ||
|image=P4AU_Margaret_MorningStar.png | |image=P4AU_Margaret_MorningStar.png | ||
Line 1,326: | Line 728: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage=K.O. | |damage=K.O. |attribute= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
Typical instant kill super with limited application and use. Its short range makes it difficult to cheese people with it as well. It looks damn cool, however. | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | |||
== | {{#lst:P4AU/Margaret/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[P4AU/Margaret/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
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< | |||
{{Navbar-P4AU}} | {{Navbar-P4AU}} | ||
[[Category:Persona 4: Arena]] | [[Category:Persona 4: Arena Ultimax]] | ||
[[Category: | [[Category:Margaret]] |
Revision as of 19:46, 24 May 2020
Margaret |
---|
Health: 9500 Combo Rate: 60% Backdash Time: ?? Backdash Invincibility: 1-6 Movement Options: 1 Double Jump/Airdash, Dash type: Run
|
Introduction
P-1 Climax Nickname: "The Sadistic Stud-Keeping Secretary!"
Persona: Cu Chulainn, Yoshitsune, Ardha, Helel (Instant Kill)
Arcana: Empress
Backstory:
Margaret is a resident of the Velvet Room, and another being "who resides over power". As Igor's assistant, Margaret helped Yu by providing him access to the Persona Compendium, and occasionally offering him advice on certain matters. Quiet and professional, Margaret usually employs a hands-off approach when it comes to Yu's affairs, though she seems to have a keen interest in the P-1 Grand Prix...
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Margaret Selection
- Margaret can use each one of the three persona she uses in combat (Yoshitsune, Cu Cuchulain and Ardha) after any move she desires to use, allowing to cancel her persona moves into each other similar to "rekkas" in many fighting games. However, only one persona is permitted to be on screen at any time. Certain Persona attacks always begin from Margaret's position, while others allow Margaret to displace one Persona and then have another attack from range.
External References
- Japanese Name: マーガレット
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Normal Attacks
5A
5A |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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j.2B
j.2B |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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5D
5D |
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2C
2C |
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2D
2D |
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j.C
j.C |
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j.D
j.D |
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j. 2C
j.2C |
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j. 22C
j.22C |
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j. 2D
j.2D |
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j. 22D
j.22D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Ultra Suplex
Ultra Suplex B+D (air OK) |
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Guard Cancel Attack
Guard Cancel Attack 6A+B while blocking |
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Skill Attacks
Divine Vacuum
Divine Vacuum 236C/D (air OK) |
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Gale Slash
Gale Slash 214A/B (air OK) |
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God Hand
God's Hand 214C/D |
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SP Skill Attacks
Power Slash
Power Slash 236236A/B |
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Panta Rhei
Panta Rhei 236236C/D (Air OK) |
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Awakened SP Skill Attacks
Hassou Tobi
Hassou Tobi 214214A/B |
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Mediarahan
Mediarahan 214214C/D |
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Instant Kill
Morning Star 222C+D |
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To edit frame data, edit values in P4AU/Margaret/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data