P4AU/Margaret/Strategy

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General Tactics

Margaret's ideal game plan is to threaten her large buttons in neutral and convert every touch into a blockstring, knockdown, or round-winning combo.

She has fast and active screen control tools such as sweep, 236C, and j.D/j.2D that can intercept opponents in their line of fire.

Margaret has above average mobility options with 2A, 5B, j.B, and 214A/B to approach and j.2C, j.2D, j.214A/B to stall her aerial trajectory.

Once Margaret has the opponent blocking, she has multiple buttons that can either move her closer or push the opponent out mid-blockstring.

Blockstrings often have an airtight segment even with instant block and this gives Margaret reign to condition the opponent

Margaret typically opens up opponents in ways that have similar visual/timing cues (For example: j.B > j.C (hits) vs j.B > delay j.C (which can hit or whiff) > land 2A).

The best opportunity for Margaret to do ambiguous mixup is from a knockdown which gives her time to jump or run up to the opponent.

Starting Pressure

Core blockstrings are generally based on gatlings that can confirm on both hit or block

The following list is not exhaustive but they share similar concepts. Margaret can customize many of her blockstrings by changing up the button order or omitting buttons.

2A > 5C > 5B > 5A

  • This is the primary confirm done from the 2A low mixup as it easily confirms into a stable 5A autocombo.
  • 5C has a generous delay cancel window where Margaret can wait to see what the opponent does before continuing.
  • 5B has good blockstun and brings Margaret closer to the opponent. The frame advantage is less negative the longer 5B travels before making contact.
  • 5A has many cancel options (dash/special/gatlings), low hitstop useful for a tick throw, and can be st

2A > 5B > 5C is an alternative string that uses the pushback of 5C to space the opponent away.

5B > 5A > 2A > 5C > 5B allows Margaret to save 2A later in the string. This helps open up opponents attempting to stand block at certain timings.

5A > 5C is a string that can either push the opponent out and look for Guard Cancel attempts, delay button presses to frame trap, or re-approach with 5B.

2B > 5C > 5B is a useful confirm from a 2B mash. This string has a few niche applications over the notorious 2B > 2C mash option. Use this in situations where the opponent way

j.B > j.C is the primary air-to-ground option. where Margaret can branch into high-low mixup or using a low-height j.D for extended pressure.

j.C has a minimum height: if Margaret is too low to the ground, j.C might not come out in time.

  • Margaret can intentionally delay j.C to mislead block timings and introduce other options such as throw, 2A, or backdash.

j.D does not have any minimum height restrictions. This allows the fireball to appear very low to the ground and is very advantageous on block.

  • Multiple persona moves such as j.2C or j.214A will appear from j.D's position.
  • This allows for midscreen mixups that are not possible otherwise: instant airdash j.2C > j.2B to crossup or j.2B > j.214A for a full conversion from the instant overhead.

Alternate aerial strings include:

  • IAD j.A > j.C as an actual double overhead.
  • IAD j.A > j.B > j.C or j.D - IAD j.A easily gives the perfect height for low j.D or typical j.B j.C strings.
  • j.B > j.C > j.2C > j.214A for a passive option that pushes the opponent out to bait reversal options while staying airborne for a long time.

Ending Pressure

  • Eventually Margaret has to choose a way to end her pressure and each ender have their own pros & cons.
  • In most situations, these are where the gaps are for the opponent to contest
  • Margaret has some control on when to introduce these gaps so she can determine if the opponent is waiting for a certain option.

Hop Cancels are used in a way where Margaret can end her turn, call out certain options, or restart her pressure if the opponent respects.

  • Use the blockstun of the previous move to cover their startup. Sweep, 5B, and 2C provide good blockstun for this purpose in increasing order.
  • Hop cancel j.C at a safe distance to discourage slow B+Ds, 2Bs, and sweeps. It is reliably safe on block and whiff.
  • Hop cancel j.D to place a low height fireball that opens up further options such as jumping for positioning or obscured mixups such j.D > land > j.2B.
  • Hop cancels can be stopped by any fast normal that can reach around eye level so do not use them too close or often enough where the opponent can reliably mash out

Dash Cancels are used when the opponent has been conditioned to respect and not looking for Margaret to re-approach with 5A or 5C.

2C is used to both end or extend pressure as it offers large blockstun and gatling options into her other normals.

  • 2C should be used in a way where Margaret is at a distance that can mitigate Evasive Action or normals. This makes it a good choice to follow 5A or 5C.
  • 2C introduces a very large gap where the opponent can easily respond if they're waiting for an obvious opening.

Sweep is safe versus Evasive Action and mash attempts when spaced well, Margaret will be able to block before they recover and press another button.

  • Special cancel options allow it to combo into 214A > 236236C as a good starter.

God Hand is a disjointed grounded overhead.

  • In most situations, using God Hand creates a notable gap that leaves Margaret stationary and can be exploited (Evasive Action, reversals, fast mash options).
  • However this gap can sometimes be used against the opponent, for example if they attempt to do a Guard Cancel it would likely give them an All-Out Attack input if not in blockstun
  • God Hand works as another conditioning tool when the opponent is reflexively downbacking 2A/214A/sweep at similar timings.
  • j.22C covers the startup of God Hand on block while also creating high/low mixup.
  • God Hand has some frame trap functionality after moves such as 5B and 214CD also has guard point to call out mashing.
  • On counterhit, it forces a ground bounce so this gives some information on what they're doing during blockstun. The disjointed feature of God Hand can be helpful for blocking a hit and potentially punishing with a much stronger starter afterwards.
  • Be aware that God Hand can be broken during startup in 1.1. Ardha and/or Margaret can be hit with fast normals if they're quick enough and not under enough blockstun.

5D is a disjointed command grab

  • Like God Hand, 5D leaves an obvious gap during blockstrings.
  • As a conditioning tool, 5D can be helpful for calling out responses like Guard Cancel or Evasive Action when spaced well.
  • The guard point frames during startup can catch the opponent redhanded for doing things in blockstun.
  • The same guard point frames can help the opponent get out. Anyone with fast jump-cancellable jab moves can react to the situation (be aware of the slight poses between 5D vs 2D).
  • While 5D has lengthy startup for the grab, the recovery is deceptively short after the grab appears.

236D is a meterless option that locks the opponent in a large amount of blockstun.

  • This used as an option to move Margaret backwards while pushing the opponent away. The pushback is less effective when Margaret is fullscreen or the opponent is already in the corner.
  • It also has a small gap that leaves Margaret vulnerable if they choose to roll or reversal through it but it can catch jumping/mashing attempts.
  • 2C and j.22C have enough blockstun to cover the startup of 236D.
  • If 236D hits, Margaret can convert meterlessly or get huge damage with OMC 2C or 2D.
  • After blocking, opponent should use a fast button to break the persona and then cancel off that hit to move away.
  • With a One More Cancel, Margaret can move freely and go for obscured mixups such as jump forward > late airdash j.C / land 2A or bait attempts to escape the mixup.

236236C is a giant tornado with a large amount of plus frames that gives Margaret ample opportunity to move.

  • If done correctly, 214A > 236236C is gapless and will combo if 214A hits
  • The main response to 236236C is Guard Cancel Attack or Guard Cancel Roll on reaction to the superflash.
  • If an opponent knows to Guard Cancel Attack, the main purpose behind using this is to force them to use resources which can be useful against meter-reliant strategies.
  • The tornado moves offscreen so it can be negative if done too close to the corner.

Okizeme Options

The main concept behind Margaret okizeme is that she has time to jump at the opponent and/or throw a persona move out uninterrupted as they tech.

Some options are true safejumps that the opponent must block meaty, while some are not traditional safejumps but counteract certain responses.

Margaret has a lot of variety to keep the opponent from adjusting while continously repeating this situation from each hit.

Margaret's options after a knockdown are mainly influenced by what combo route Margaret used to knock down

214A is the most common ground ender, it leaves Margaret up to one character space away and gives her time to jump to continue offense.

  • IAD j.22C is a good meaty against opponents that choose to delay tech and the j.22C should move in the direction of the opponent.
  • Jump forward j.C is strong against delay tech. If j.C whiffs because they waited, Margaret can opt to hide an input such as 2A, j.2B, or throw during landing as they tech. If the opponent rolls, Margaret can time 5C to punish.
  • 9 > Airturn j.B is an ambiguous crossup that also does well against single-direction reversals
  • 9 > Airturn j.C is a safe option against single-direction reversals and can react to options such as rolling.
  • Based on spacing and how the opponent teched, Margaret can influence whether or not she crosses up with airturn.
  • Jump (forward or backward) > 2A is not reversal safe but a good tool when they're used to expecting aerial offense.
  • 236D > 214A in the corner offers more frames to work with such that IAD j.C is a reliable safejump and delay airdash j.A or j.C is easier to use.

God Hand is similar to 214A knockdowns; however, God Hand offers a little flexibility with spacing.

  • If Margaret hits them at max height of God Hand, she has time to safejump with forward jump j.C.
  • Margaret can approach and go for 9 > j.D > j.214A or airturn j.B > j.D > j214A as strong crossups.

j.2B as an aerial ender leaves Margaret directly on top of the opponent.

  • This ender is typically used in the corner but also possible midscreen when Margaret picks up after God Hand.
  • The advantage of going for j.2B is that the knockdown is virtually guaranteed compared to j.214B which is not always able to knock down.
  • j.2B has very low landing recovery so Margaret has time to do a hop and cover the descent with a persona move.

2B(4) > j.C > j.2C > j.214B opens up aerial attacks as okizeme as it has one air action remaining after the combo.

  • When executed correctly, air backdash j.22C serves as a strong meaty that generates a lot of plus frames and reversal-safe spacing.
  • Margaret does not have to commit to any actions afterwards but j.22C is commonly used to cover mixup attempts.
  • j.22C gives enough blockstun to cover the startup of 2A, 2C, sweep, 236D, and 214C.
  • 2A as a mixup will be able to combo back into the same situation.
  • 5D has enough frame advantage that it will likely counterhit Evasive Action attempts and scout out delay tech.
  • Backdash j.22C can be mitigated with delay tech but Margaret can do j.22C after j.214B to OTG delay tech.
  • Dash j.C > j.2B is an "f-shiki/fuzzy" overhead mixup if they block j.22C while standing (works on everyone except Teddie).
  • This ender leaves Margaret in the air long enough to double jump > falling air normal for other meaty options.

j.B > j.C > j.D > j.214B provides a lot of frame advantage to allow Margaret to jump for positioning.

  • For midscreen combos that would leave them fullscreen, Margaret can whiff 214A to bring herself closer uninterrupted.
  • Margaret can also apply instant air backdash j.22C in the corner.

236D > 5C > j.2C > dj.2C > j.214B forces the opponent fullscreen which is powerful in matchups that struggle with her screen control options.

  • There are less mixup/pressure possibilities but the positioning still provides time for Margaret to evaluate her next move.
  • A common followup is using 5C dash cancel to help cover Margaret's approach from fullscreen while they are blocking.
  • 5D can be deployed as a means to force them to play around the command grab and stay off the ground.
  • j.2D can be used at to keep persona moves at the location of j.214B
  • Typical defensive choices involve Evasive Action or delay tech to avoid 5C & 5D.
  • Falling j.22C > 2C can be done to discourage delay tech although this is not meaty versus normal tech.
  • Margaret can make the persona appear behind the opponent if j.214B appears under/behind them midscreen

j.214AB in the corner with Margaret low to the ground can be used to replicate similar knockdowns that j.B > j.C > j.D > j.214B would provide at the cost of meter.

  • j.214AB should give enough time to jump then do a late airdash j.C or land 2A at similar timings.
  • Falling j.C can also be a meaty safejump or whiff to throw off timings.

214B is a rare knockdown because 214B as an ender quickly decays hitstun.

  • Typical ways to use this as with small strings such as 5A 5B 5C > 214B or 214B as a call out in neutral
  • Can jump forward and safejump with j.C

214AB is a rare knockdown but offers more frames to work with versus 214A

  • Can safejump with IAD j.C

5D is a rare knockdown but it offers a lot of time to move before the attack is finished.

  • If the positioning is such that Margaret won't be able to get an acceptable combo after 5D, it may be worthwhile to just allow the command grab to finish on its own to take the knockdown.
  • 5D can also combo after 2D in the corner.

Other confirms that leave the opponent far away and Margaret airborne

  • Sometimes Margaret will confirm in a way where there won't be a strong mixup opportunity but still got a full combo and knockdown fullscreen.
  • These involve air exchanges such as routes into antiair 2B(4) > j.2C > dj.B > j.C > j.214B or j.C j.2C > dj.C j.2C > j.214B where Margaret is stuck higher in the air.
  • Some of the above tactics mentioned in the 236D route can apply here such as falling j.22C which (usually) doesn't hit meaty but gets the persona to the ground for 5C/5D.

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