Combo Rate: 60%
Backdash Time: ??
Backdash Invincibility: 1-6
Movement Options: 1 Double Jump/Airdash, Dash type: Run
P-1 Climax Nickname: "The Sadistic Stud-Keeping Secretary!"
Persona: Cu Chulainn, Yoshitsune, Ardha, Helel (Instant Kill)
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 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 (j.C, j.D, God's Hand, and Panta Rhei in 1.1)
- Other moves allow Margaret to attack with different personas from that same location.
- 5A dash cancel is -7 on block
Margaret places an array of five cards and fires a ray of light starting at eye level and then in a circular pattern if she continues the autocombo.
Projectile attribute. First 5A is dash-cancellable on hit or block and jump-cancellable only on hit.
Due to being at eye-level height and having long range, 5A can be used in many anti-air/poking situations.
The eye-level height also allows opponents to crouch under it if they are not directly in front of her where the cards are.
5A can also be low-profiled by chest-invulnerable moves such as sweeps.
5A has low hitstop and blockstun to allow for tick throw based pressure.
The beams from autocombo are an excellent pressure tool when spaced well and can be delayed to disrupt mash/jumping attempts.
5AAAAA builds ~13 SP and 1/8th of the Burst gauge on hit, making it very useful to add before ending combos.
The 5th hit of autocombo also has a higher attack level which allows for specific combo extensions.
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.
Combined with being able to cancel 5C into 5B, this makes it very easy for Margaret to stick to an opponent for making contact with any one of her grounded normals.
Can also serve as an anti-air at certain spacings (ideally the opponent is low to the ground).
5B can catch backdash attempts, making it a very strong tool in pressure or when beginning an offensive.
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.
|200, 100, 100, 100||Any||7||3(2) 2,2,2||36||-||Body|
- AUB on first hit only.
- Has Head invuln frames during first hit.
- Forces standing state on grounded hit
Margaret rushes forward attacking with her elbow, then surges upwards with a torrent of cards around her. Leaves Margaret airborne if not canceled from the first hit.
As an reactive anti-air, it's fast and reaches very high air space but it has limited head invuln, making it difficult to time against faster or more disjointed moves.
The animation is lengthy and Margaret will be left airborne with few cancel options so keep this in mind.
If 2B fully recovers, Margaret regains air options to airdash away.
As an anti-air, it converts well with j2C as the latter will autocorrect to the opponent's position afterwards.
2B converts into significant meterless damage into 2C if it counterhits but this sequence is very punishable if it does not counterhit.
Margaret can also mash 2B into 5C which is a blockstring and will convert into 5B combos on any hit.
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.
Margaret's fastest air attack. Covers a respectable horizontal range and has a deceptive hitbox slightly below and behind her.
Aerial version of 5B. Not an overhead.
Strong air to air and air-to-ground tool on hit or block that functionally acts an airdash with a hitbox and generous blockstun.
Makes great usage of air turn with crossups and repositioning.
Has no minimum height so Margaret can always do it as long as she's airborne. Margaret can make great use of this with low-height air-to-ground mixups.
Margaret cannot perform another action on whiff, leaving her vulnerable to a punish with antiairs; however, it has deceptively smalll to no landing recovery and often travels out of reach.
- Fatal Counter.
- Forces crouch on hit.
- Frame advantage is dependent on the height where the opponent blocked the move (± 0 on block as an instant overhead)
A pseudo-divekick that quickly brings Margaret straight down to the ground, sometimes referred to as her "footstomp."
Useful in mixups and throw baits by doing the fastest possible j.2B off the ground or following j.C in the corner.
Has little to no landing recovery.
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 deep in 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.
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.
AoA has specific uses for calling out fullscreen moves during their recovery for a full combo.
Full screen earthquake that hits low.
Projectile attribute, so opponents looking for the move can use Evasive Action.
Has a period of Chest invuln, as with most other sweeps to low profile certain attacks.
Very useful tool for disruptions, baiting opponents, and halting an opponent's ground advance.
It has some startup so using it prematurely can lead her prone to players approaching with instant airdashes or whiff punished by fullscreen supers.
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
- Ardha has guard point during startup until the 1st active frame.
- Causes wall bounce on counterhit, regardless of position.
Margaret summons Ardha, who slowly advances to the opponent and extends a hand in an attempt to grab the opponent.
Ardha's guardpoint lasts until the hand is fully extended to grab the opponent.
This allows opponent time to press a quick button and use its cancel options to avoid 5D.
Ardha cannot grab opponents that are in the air or delay teching from the ground; however, a well spaced 5D at advantage can punishing those attempting to use Evasive Action or specific reversals.
It can also be used in fullscreen setups after using moves such as j.214B, j.22C, and j.2D to maintain some control.
However, 5D is still considerably slow and should be used sparingly to maintain its surprise value.
In addition, Margaret remains perfectly still for the entirety of the move and should not be used when the opponent is able to move around
- Fatal Counter
Yoshitsune appears above Margaret before lunging at the opponent with both swords. 2C should primarily be used to confirm after Margaret's excellent counterhit starters. At neutral or during pressure, the move leaves a noticeable gap for opponents to use Evasive Action or mash unless it's spaced away from Margaret or in safe okizeme strings.
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 strong combo extender immediately after 2C or 236236C in the corner.
2D counts as 3 hits, making it a useful tool for manipulating combos for Hassou Tobi.
While 2D is not meant to be utilized for anti-air, it can be used for occasional mind games where opponents have a habit of jumping away to avoid mixups or 5D.
Yoshitsune attacks with both swords for an amazing vertical and horizontal hitbox.
Unlike most aerial persona attacks, this is an overhead.
j.C is an all-purpose move as it is quick with a generous hitbox and plentiful hitstun/blockstun to extend combos and offense.
As with many persona-based attacks, j.C excels at being a large hitbox that will take hits instead of Margaret. This property allows Margaret to use j.C for many setups designed to defeat reversals.
You can alter the timing of j.C to keep the opponent from getting used to one approach.
It can be slightly delayed after jB but still hit at a different timing to hit opponents used to the typical j.B > j.C timing.
It can timed in aerial approaches where jC will start up and look like it will hit but Margaret lands right before it comes out, which is useful for baiting reversals (especially ones that require contact) and as a fake overhead mixup.
It can also be timed right at the minimum height where j.C can be used but the persona barely materializes before Margaret lands, which is also useful for baiting reversals and used in hiding throw attempts.
j.C will always appear with Margaret.
|700||All||17||-||Until landing+12||-||Projectile, Head|
- Margaret cannot perform another action until landing except special cancel.
- j.D always appears at Margaret's location.
Ardha shoots a fireball at downwards 45 degree angle, does not affect Margaret's momentum.
The fireball travels relatively fast and is useful for intercepting your opponent
j.D is very useful in pressure strings when done low to the ground. This can generate large frame advantage and allows Margaret to pressure while the fireball covers her while also making other aerial persona attacks such as j.214A act low to the ground.
j.D can be used in very ambiguous crossups such as forward jump > j.D > j.214A and low j.D > IAD > j.2C
- Halts Margaret's air momentum
An air version of Margaret's 5C that is slightly faster with the same horizontal reach.
Very useful combo tool by allowing jump cancels into itself for safe fullscreen confirms.
j.2C commonly follows anti-air confirms starting with 2B as it will autocorrect to the opponent regardless of Margaret's position.
Its use in pressure is more specific to punishing attempts to avoid throw/strike mixups. As j.2C is Margaret's strongest scaling starter, this can lead to nearly 5k in meterless damage.
An important property of this move is that j.2C halts Margaret's air momentum 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 (Margaret would ordinarily fall during j.D's startup).
Combos that involve j.2C into j.214B allows Margaret time to stay in the air for okizeme options.
- Fatal Counter
- Holding 4 will narrow the trajectory
- Margaret cannot perform another action until landing.
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.
Useful tool in making disjointed okizeme options following j.214B.
- Margaret maintains air actions following recovery.
- Pauses Margaret's air momentum.
- Ardha can appear at the location of the last persona attack.
- The height of j.2D can be altered based on the timing of Margaret's jump.
Ardha appears behind Margaret launching a block of ice slowly at a downward 45 degree angle. Freezes on hit. Unlike j.D, this can be used more than once while in the air. Useful for creating projectiles to disrupt her opponent at different locations while maintaining air mobility.
- Pauses Margaret's air momentum.
An air version of Margaret's 2D. Ardha appears on the ground below Margaret for an air grab that freezes if successful. Situational use as an extender for specific combos or air tech resets.
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.
B+D (air OK)
- Fatal Recovery.
- The throw is techable unless it lands counter-hit or the opponent is in whiff recovery, as with a normal throw.
Margaret grabs her opponent and jumps as she performs a German Suplex in the air.
On counter-hit, it can be converted into a combo with j.2C.
Not a reversal that should be thrown out often due to the fact that it's a stationary throw, has significant start-up, and leaves Margaret free to a Fatal punish.
Ultra Suplex is best used in specific times where opponents move themselves into its throw range with attacks that has forced movement and punish the recovery on reaction.
This is especially preferred if the opponent would have more options on block.
However, it can be used to enter Awakening safely at the appropriate distance in tandem with her other fullscreen moves to keep the opponent focused away from her.
6A+B while blocking
Shares the same animation as Margaret's 2A and also hits low, meaning that most airborne attacks can naturally defeat it.
As with many Guard Cancel Attacks it 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 Attacks in addition to hitting low and having significantly slower startup than usual.
Use this sparingly in situations that you are more confident it will work.
236C/D (air OK)
|C||800||All||16||2x3||55 total||-19~-10||Projectile, Chest|
|D||1455||All||19||3x12 (6) 2x3||86 total||-5||Projectile, Projectile/Chest (2)|
|SB||1650||All||17||3x13 (6) 2x3||82 total||-3||Projectile, Projectile/Chest (2)|
C version is a very fast fullscreen zoning tool with multiple hits to eat through many single-hit projectiles. It has a deceptively high hitbox such that it can be possible to stuff low-height airdash approaches.
It can be punished as opponents can easily roll through it, can be low-profiled with chest-invulnerable moves such as Narukami 214CD, or use a fullscreen super on reaction.
Air version is fast but only has Cu Chulainn creating a small pocket of air without throwing his spear. This primarily used for situational blockstring and combo filler.
D version can combo after the 5th 5A, can also be used as a feint if people are expecting the C version and try to roll on prediction.
The air version is similar to the C Air version but slower startup and longer active frames.
SB version has the best damage out of all versions of Divine Wind, wall sticks in the corner and has a vacuum effect to make the move easier to hitconfirm.
Air Version is fast and vacuums as well. This is useful for low-height air combo filler to further extend.
214A/B (air OK)
|B||800, 400||Low, All||17||8(9)6||69||-14||Foot(1), Head(2)|
|B Air||600, 300||All (2)||15||6 (15) 7||53 total||-||-|
|SB||700, 350(2)||Low, All (2)||13||8(9)6(12)4||68 total||-||Foot(1), Head (2)|
|SB Air||600, 300(2)||All (3)||13||7(9)6(12)4||65 total||-||-|
- Margaret is considered crouching during all ground versions.
An advancing move that serves multiple purposes depending on the version. The first hit of all grounded versions will hit low. All versions are useful as far traveling low-profiling attacks.
A Version: A single-hitting slide attack that travels a third of the screen, hits low, and gives hard knockdown. A common use of 214A is to give knockdown from small confirms and continue her offense.
214A is also a useful mixup tool after conditioning opponents with her other high/low options and can convert for high damage with 236236C. 214A is generally unsafe unless spaced extremely far. However, the move can create blockstrings using One More! Cancels and 236236C to extend Margaret's pressure at the cost of meter.
At neutral, its chest invulnerability can be used to quickly low profile and punish moves with slow recovery such as Mitsuru's 5A.
A Version (air): A single horizontal attack that usually serves as combo filler. At neutral, j.214A can serve as a surprise deterrent from directly approaching Margaret in the air.
B Version: 214B can also be used to provide safejumps with more corner carry; however, it is far more prorated so it will only work for very shortened combos. The most common use of 214B in combos is launching opponents near the corner to link into 2B.
B Version (air): Her most common air combo ender as it allows Margaret to convert many stray hits into knockdowns. In addition, Yoshitsune remains in the air afterwards to allow other persona attacks such as 5C and 5D to attack at that location.
SB Version: Quickly travels fullscreen while hitting 3 times. It can be situationally used at neutral to disrupt a slow-starting fullscreen move such as Yu's Ziodyne. In some situations, the 3rd attack can hit standing opponents.
SB Version (air): Used to provide a better knockdown when j.214B cannot due to proration. Due to its superb recovery, it can also be used to extend small air confirms afterwards into fullscreen combos. In addition, the 3 hits allow Margaret to easily manipulate combos into Hassou Tobi afterwards.
- Forces knockdown on hit
- Forces ground bounce on counter hit
Ardha appears before summoning a giant golden fist to crush the opponent. Hits overhead and always appears at a fixed distance from Margaret.
While it is a very damaging tool for mixups, it can be reacted to and either Margaret or Ardha can be struck by fast normals, bursts, or supers before the move is completed.
Evasive Actions will allow opponents to phase through the attack in time in situations. The only attack that grants enough blockstun/time to attempt blockstring is immediately following j22C.
For these reasons, it is best to limit these mixups where God's Hand can decisively end rounds after conditioning the opponent or recognizing situations where Margaret can afford to make a larger gamble for its reward.
On counterhit, God's Hand will force a ground bounce that can be followed up with 2B; however, it severely scales combo damage as a starter.
Keeping this in mind, God's Hand is primarily used in combos to safely make use of its high damage value and ability to grant knockdown.
God's Hand is negative on block but it has significant blockstun and pushback.
D version is a slower, more powerful version that always appears a fixed distance from Margaret. Used in specific combo situations where 214C has already been used or a burst-safe, long-distance ender.
SB version has the fastest startup and most damage between all versions. Appears further than the C version and closer than the D version.
Ardha has guard point during the SB version. This can be used to potentially punish burst attempts during combos that use the meterless versions.
|A||1000,1000 (2000)||All||4+4||4 (8) 4||103 total||-24||Body|
|B||1350,1350 (2700)||All||4+19||4 (8) 4||108 total||-14||Body|
|SB||1200,1200 (2400)||All||4+3||4 (8) 4||99 total||-21||Body|
- A/B versions add 300 extra damage to 236236A, 404 to 236236B, 360 to 236236AB, and 432 to all versions of Hassou Tobi.
- SB version adds 600 extra damage to 236236A, 810 to 236236B, 720 to 236236AB, and 864 to all versions of Hassou Tobi.
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.
236236C/D (Air OK)
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. This version is prone to hitstun decay so it can only extend from small combos or good starters.
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 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 combos regardless of the combo length 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.
Awakened SP Skill Attacks
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 add ONE hit for 8. If you ended a combo with 16 hits, the super will deal all 8 hits to 24.)
Hassou Tobi has 1800 minimum damage when done this way, turning even average combos into match-ending damage.
Hassou Tobi can be inserted in many combos as Margaret has several moves that are able to manipulate the combo count to fit the situation.
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.
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.
Mediarahan possesses some invulnerability for a very limited period at the superflash.
This super is rarely used and with good reason as it leaves Margaret open for the opponent to attack. The primary use would be to immediately gain health just as the round timer expires to leave less room for punishing and steal a round with a life lead.
|To edit frame data, edit values in P4AU/Margaret/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data