P4AU/Margaret

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Margaret
P4U2 Margaret Portrait.png

Health: 9,500

Combo Rate: 60%

Persona Cards: 8

Backdash Time: ??

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Mixed
Full Frame Data
P4AU/Margaret/Frame Data
  

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...

Pros/Strengths

  • Incredibly versatile, with the ability to play keep away and go in for tricky mix-ups.
  • Exceptional neutral game. She can control various angles even from fullscreen.
  • Has a variety of ranged and fairly safe options for mix-up, pressure and zoning.
  • High damage off almost every confirm, anywhere on screen, with exceptional meterless damage.
  • Excellent mobility.
  • Has 8 Persona cards, the most out of all characters.
  • Has access to several burst safe combos.


Cons/Weaknesses

  • Limited defensive options without meter.
  • Difficulty in challenging opponents directly above her.
  • Attacks are slow and some moves have lengthy recovery, leaving her incredibly vulnerable on whiff.
  • Cannot jump cancel any attack on block.
  • One of the tallest characters in the game, making her susceptible to fuzzy guard mixups.


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



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.

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

Note: Without a counterhit, most meterless confirms are simply gatlings strung together to end into 214A to gain hard knockdown. Most combos can be preceded with a jump-in.

2A > 5C > 5B > 5AAAAA > 214A (allow 5B to travel as close as possible before autocombo, all 5 hits should connect before 214A)
5B > 5A > 5B > 5C > 214A
5B > 5A > 2A > 5C > 5B > 214A
5B > 5AAAAA > 236D > 66 5C > j.2C > j.2C > j.214B (5B must be point blank and 236D must be cancelled on the 5th hit of autocombo)
5D > 2B(4) > j.2C jc > j.B > j.C > j.214B
[Crouch] 2A > 5C > 5B > 236D > 66 5C > j.2C > j.2C > j.214B
[Crouch] 5B > 5A > 5B > 5C > 236D > 66 5C > j.2C > j.2C > j.214B
Airthrow > falling j.C > 5C > j.2C > j.214B

Meter:
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > neutral jump cancel > j.C > j.2B

Corner

2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B
2A > 5C > 5B > 5AAAAA > 236D > 214A
(j.B > j.C >) j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B
5D > 5A > 5C > j.2C jc > j.2C > j.214B
Throw > 2A > 2B(4) > j.C > j.2C > j.214B

Anti-Air / Air-to-Air

2B(4) > j.2C jc > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.D > j.214B
CH j.C > land > (5A) > 5C > j.2C jc > j.B > delay j.C > j.D > j.236CD > land > 2D > j.22C > 214D

Counterhit

Note: There are a number of ways players perform the following combo based on preference.

  • j.22C requires a late airdash or a running start after 2D midscreen.
  • 214C needs to be close and hit as high as possible in order to OTG afterwards.

There are also multiple ways to OTG after 214C:

  • 2B(1) - largest OTG range (easiest)
  • 5B - must be done closer but more damage (except if 5B is the starter)
  • 2B(1) > 5B - requires superjump j.B after 5C for the max damage route

CH 5A / 5B / 2B(1) / 5C > 2C > 2D > j.22C > 66 214C > 2B(1) > 5C > j.2C > jc > j.B > delay j.C > j.D > j.214B

Hassou Tobi

Note: A combo must be a multiple of 8 before cancelling into Hassou Tobi in order to maximize damage. Most Hassou Tobi combos are very freeform and allow you to modify the required number of hits. The following examples have parentheses demonstrating the number of hits before Hassou Tobi.

(Damage values to be added later)

Midscreen
CH 5A/2A/5B/2B(1)/5C > 2C > 2D > j.22C > 214C > 2B (8) > 214214A [50 meter required]
236236CD > 66 2C (16) > 214214A [125 meter required]

Corner

2A > 5C > 5B > 5AAAAA > 236D > 214A (24) > 214214A [50 meter required]

One More! Burst

Any 2 hits > OMB > 2C > 2D > j.22C (8) > (236236AB) > 214214A [50 meter minimum / 125 meter for maximum damage]