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==General Tactics==
==General Tactics==
Margaret's ideal game plan is to threaten her large persona attacks to influence the opponent's approach and defensive choices.
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.


Once Margaret has the opponent blocking, she can choose options that either discourage escapes or attempt to open their defense.
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.


All of Margaret's regular combos end in a knockdown and she has several options afterwards to continue offense or safely seal off particular escape choices at a distance.
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.


If Margaret calls out a whiffed reversal option, she can punish for huge damage meterlessly.
Once Margaret has the opponent blocking, she has multiple buttons that can either move her closer or push the opponent out mid-blockstring.  


If Margaret has resources (meter and/or burst), she can opt to greatly damage the opponent from a mixup or hitconfirm and likely win the round.
Blockstrings often have an airtight segment even with instant block and this gives Margaret reign to condition the opponent  


===Blockstring Options===
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).
'''Core blockstrings are generally adapted from the following:'''
 
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'''''
'''2A > 5C > 5B > 5A'''''
* This is the primary confirm done from the 2A low mixup as it easily hitconfirms into a stable combo that will end in a knockdown.
* 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, this is good for calling out autopilot guard cancel.
* 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 more advantageous the longer 5B travels before making contact.  
* 5B has good blockstun and brings Margaret closer to the opponent. The frame advantage is less negative the longer 5B travels before making contact.  
* 5B also has a generous delay cancel window that can be used to frame trap with 5C, throw, hop cancels, or can move away if the opponent respects.
* 5A has many cancel options (dash/special/gatlings), low hitstop useful for a tick throw, and can be st
* 5A is a low hitstop button that can be dash cancelled, used for a tick throw, staggered with 5A autocombo, special cancelled, or simply nothing afterwards to see if they're respecting.
 
* Margaret can alter her blockstring order to fit the situation. For example, 2A > 5B > 5C is a good blockstring tool that will push the opponent '''away''' to space out mash attempts.
'''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.


'''5B > 5A > 2A > 5C > 5B'''
Alternate aerial strings include:
* The purpose of this string is to conserve A button cancel options while starting with 5B as an advancing tool.
*'''IAD j.A > j.C''' as an actual double overhead.
* 5A cancel options allow Margaret to use 5C to push the opponent out. (Example: 5B > 5A > 5C > 5D can potentially call out Guard Cancel whereas using 5C > 5B would make Margaret run into it)
*'''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.
* Using 2A later allows for chances to call the opponent for standing during the blockstring (which could indicate option selects, Evasive Action attempts, or other inputs that require them to stand)
*'''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.
* The 5Bs push the opponent out to place 5D in a suitable spot to catch Evasive Actions/mash
* This string also self confirms on grounded opponents


'''j.B > j.C / j.D'''
===Ending Pressure===
* This is the primary air-to-ground confirm. j.C is gapless after j.B in most air-to-ground situations.
*Eventually Margaret has to choose a way to end her pressure and each ender have their own pros & cons.
* This option presents a '''single''' overhead initially (j.B '''is not''' an overhead, j.C is the main overhead).
*In most situations, these are where the gaps are for the opponent to contest
* Margaret can branch into other options afterwards (for example: high-low mixups with j.2B and 2A after a low-height j.C, or mixups disguised with j.D)
*Margaret has some control on when to introduce these gaps so she can determine if the opponent is waiting for a certain option.
* j.B j.C is also a strong hitconfirm when used with One More Burst.
* 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 throw off block timings and introduce other options such as throw or backdash to look for their responses.
* j.D does not have any minimum height restrictions. This can be done extremely low to the ground for great frame advantage. In addition, multiple persona moves such as j.2C or j.214A will appear from that position, allowing midscreen mixups such as airdash j.2C or instant j.2B > j.214A.


'''Common blockstring enders''' (not exhaustive):
'''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


'''Hop Cancels'''
'''Dash Cancels''' are used when the opponent has been conditioned to respect and not looking for Margaret to re-approach with 5A or 5C.
* Hop cancels 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 jC at a safe distance to discourage slow B+Ds, 2Bs, and sweeps. It is reliably safe on block and whiff so even if they use Evasive Action, Margaret will recover and can chase them with 2A.
* Hop cancel jD to place a low height fireball that opens up further options such as jumping for positioning or obscured mixups (example: j.D > land > j.2B)


'''Dash Cancels'''
'''2C''' is used to both end or extend pressure as it offers large blockstun and gatling options into her other normals.
* The purpose of dash cancels is to approach when the opponent has been conditioned to respect and not looking for Margaret to re-approach with 5A or 5C
*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'''
'''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.
* 5C > sweep
* Safe versus Evasive Action, Margaret will be able to block before they recover and press another button.
* Generates pushback to be relatively safe on block
* Special cancel options allow it to combo into 214A > 236236C as a good starter.
* Special cancel options allow it to combo into 214A > 236236C as a good starter.


'''God Hand'''
'''God Hand''' is a disjointed grounded overhead.
* This is the primary grounded overhead option but it also has utility as a frame trap after 5B.
* 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.


'''236D'''
'''5D''' is a disjointed command grab
* The purpose of this move is to have an option that automatically moves Margaret backwards while pushing the opponent away.
* Like God Hand, 5D leaves an obvious gap during blockstrings.
* It also has a noticeable gap that leaves Margaret vulnerable if they choose to roll or reversal through it.
* As a conditioning tool, 5D can be helpful for calling out responses like Guard Cancel or Evasive Action when spaced well.
* However, this gap can catch people trying to jump out or option selecting with throw/mash.
* The guard point frames during startup can catch the opponent redhanded for doing things in blockstun.
* If 236D hits, Margaret can convert meterlessly or get substantial damage with OMC 2C or 2D.
* 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).
* The opponent should use a fast button to break the persona and then cancel off that hit to move away.
* While 5D has lengthy '''startup''' for the grab, the '''recovery''' is deceptively short after the grab appears.
* With a One More Cancel, you can elect to do high/low mixups with its generous blockstun.
* A common mixup is jump forward > late airdash j.C or land 2A.


'''236236C'''
'''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
* If done correctly, 214A > 236236C is gapless and will combo if 214A hits
* If they do not have meter, this gives Margaret the ability to continue pressure with a large amount of plus frames.
* The main response to 236236C is Guard Cancel Attack or Guard Cancel Roll on reaction to the superflash.
* The main response to 236236C is Guard Cancel Attack or Guard Cancel Roll on reaction to the superflash.
* Margaret can bait this with OMC, spacing 236236C in a way where there will be a gap, or using 236236D to mess with their Guard Cancel timing.
* 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.
* If an opponent knows to Guard Cancel Attack, the main purpose behind using this is to force them to exhaust meter which can be useful against meter-reliant strategies.
* The tornado moves offscreen so it can be negative if done too close to the corner.
* Be aware of spacing in the corner, the tornado will move offscreen so it can end prematurely if Margaret is too close to the corner. This can be used to sneak a throw attempt.


===Okizeme Options===
===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.'''


'''Margaret's options after a knockdown are mainly influenced by what combo route Margaret used to knock down.'''
Some options are true safejumps that the opponent must block meaty, while some are not traditional safejumps but counteract certain responses.


Many okizeme sequences revolve around jumping to address specific defensive choices or distract the opponent for a different mixup.
Margaret has a lot of variety to keep the opponent from adjusting while continously repeating this situation from each hit.


Some options are safejumps, some are not safejumps by traditional definition (a meaty aerial attack that is also able to land and block reversals) but are safe to particular defensive options.
Margaret's options after a knockdown are mainly influenced by what combo route Margaret used to knock down


'''214A ender'''
'''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.
* This is the most common ground ender, it leaves Margaret up to one character space away and gives her time to jump to continue offense.
* Rising j.2D is strong against B+Ds that do not reach very far. The jump trajectory is altered based on the direction chosen (usually up-back) and gives Margaret low height aerial options.
* 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.
* 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.
* Empty jump 2A/Delay airdash j.C are useful for reacting to delay tech/no tech and can be combined with airturn
* 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 > j.C is strong against delay tech. If j.C whiffs because they delay teched, Margaret can opt to hide an input such as 2A or throw during landing. 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.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.
* 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.
* Based on spacing and how the opponent teched, Margaret can influence whether or not she crosses up with airturn.
* IAD j.C after 5B > 5Ax5 > 236D > 214A is a safejump.
* 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'''
'''God Hand''' is similar to 214A knockdowns; however, God Hand offers a little flexibility with spacing.
* It 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.
* 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.
* Margaret can approach and go for 9 > j.D > j.214A or airturn j.B > j.D > j214A as strong crossups.


'''j.2B'''
'''j.2B''' as an aerial ender leaves Margaret directly on top of the opponent.
*j.2B as an aerial ender leaves Margaret directly on top of the opponent, somewhat similar to God Hand/214A.
*This ender is typically used in the corner but also possible midscreen when Margaret picks up after God Hand.
*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.
*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.
*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'''
'''2B(4) > j.C > j.2C > j.214B''' opens up aerial attacks as okizeme as it has one air action remaining after the combo.
* This route opens up air backdash j.22C 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.
* When executed correctly, backdash j.22C serves as a strong meaty that generates a lot of plus frames and reversal-safe spacing in the process.
* Margaret does not have to commit to any actions afterwards but j.22C is commonly used to cover mixup attempts.
* 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.
* 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.
* 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.
* 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 falling j.22C to confront delay tech.
* Backdash j.22C can be mitigated with delay tech but Margaret can do j.22C after j.214B to OTG delay tech.
* Microdash 9 j.C > j.2B is a fuzzy overhead if they block j.22C while standing (works on everyone except Teddie).
* 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 > whiff airthrow > falling air normal for other meaty options.  
* 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'''
'''j.B > j.C > j.D > j.214B''' provides a lot of frame advantage to allow Margaret to jump for positioning.
* This route provides a lot of frame advantage to allow Margaret to jump again afterwards for an ambiguous high/low or simply use the free time to position herself.
* For midscreen combos that would leave them fullscreen, Margaret can whiff 214A to bring herself closer uninterrupted.
* For midscreen combos that would leave them fullscreen, Margaret can elect to whiff 214A to bring herself closer uninterrupted.
* Margaret can also apply instant air backdash j.22C in the corner.
* You can also apply a meaty j.22C by doing instant air backdash j.22C.


'''236D > 5C > j.2C > dj.2C > j.214B'''
'''236D > 5C > j.2C > dj.2C > j.214B''' forces the opponent fullscreen which is powerful in matchups that struggle with her screen control options.
* The primary goal of this ender is to force the opponent far away 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.
* There are less mixup/pressure possibilities but the positioning still provides time for Margaret to evaluate her next move.
* A common followup play is using 5C dash cancel to help cover Margaret's approach from fullscreen while they are blocking.
* 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.
* 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 j.214B's location to cut off that area of the screen and the iceball appear from offscreen.
* 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.
* 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.
* 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
* Margaret can make the persona appear behind the opponent if j.214B appears under/behind them midscreen


'''j.214AB'''
'''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 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.
* 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'''
'''214B''' is a rare knockdown because 214B as an ender quickly decays hitstun.
*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
*Typical ways to use this as with small strings such as 5A 5B 5C > 214B or 214B in neutral
*Can jump forward and safejump with j.C
*Can jump forward and safejump with j.C


'''214AB'''
'''214AB''' is a rare knockdown but offers more frames to work with versus 214A
*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'''
'''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.
* 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 j.B > j.C > j.214B or j.C j.2C > dj.C j.2C > j.214B.
* 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.
* 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.
* This is probably the least desirable situation for mixup as Margaret is clearly in the air, (usually) out of air options, without a consistent way to threaten meaty offense, and away from the opponent.
* These enders are mainly for salvaging combos into a knockdown rather than forming any meaningful offense.


==Navigation==
==Navigation==
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Latest revision as of 03:08, 13 February 2022


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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