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Margaret gitbook: https://da-hero.gitbook.io/p4u2.5-margaret-doc/
Margaret reference document: https://docs.google.com/document/d/1llE9HnutI7-HV7EvBiTsrrB-0Thi1lJTk-_fL7PY0eQ/edit
Overview
As the assistant of the Velvet Room, it's only fitting that Margaret places heavy emphasis on the use of her Personas. While the rest of the cast only has one Persona each, Margaret has three, which translates into a large and variable movelist. One might label her as a rushdown and setplay character, but that really sells her short. In reality, Margaret is good at every style of play, and has few real weaknesses as a result.
Margaret has numerous great pokes at her disposal, such as 5A and 5C. Her Sweep has a huge hitbox that covers a large portion of the ground, making up for the long startup. She also has a great projectile in j.2D and the ability to quickly control her own momentum in the air with j.2B. Margaret also excels at whiff punishing, as she has numerous moves that accelerate her across neutral. 5B rockets her across the stage at high speed and can be cancelled into 5A once per string, while 2A is an advancing low that leads to exceptionally easy hitconfirms. Combine this with an incredible fireballGuard:
AllStartup:
16Recovery:
Total 55Advantage:
-19, and Margaret's neutral can be extremely hard to get past.
If Margaret manages to get you to the corner, her threat level instantly skyrockets, as her looping setplay and high reward mixups come to the forefront. Margaret is able to end the majority of her combos by air-backdashing and then cancelling into j.22C, which causes her Persona Yoshitsune to keep the opponent locked down on wakeup. From here, Marget can do every kind of mixup for absurdly high reward. High/lows, excellent stagger pressure, a throw that gives her a full combo, and even a delayed command grabGuard:
ThrowStartup:
35Recovery:
Total 50Advantage:
(that also leads to a full combo) to punish those who try to turtle. Her pressure in the corner is filled with reset and mixup points, and incorrect abare attempts will be punished with some of the highest counterhit damage in the game.
On defense, however, Margaret suffers from having poor meterless defensive options. Her fastest grounded button is 2B at 7 frames, and her DP is slow and techable like a normal grab. Her defense gets a bit better with meter as you have Power SlashGuard:
AllStartup:
4+(49 Flash)+5Recovery:
Total 102Advantage:
-24 as a reversal that can be One More cancelled on block. As well, Margaret is heavily reliant on her Personas, moreso than any other character in the cast. While most characters are punished for being Persona Broken, Margaret is nearly disabled, as she can't combo, perform pressure, or even adequately defend herself. That said, she has a whopping eight Persona cards to contend with, so being Persona Broken isn't an issue if you're skilled.
Overall, Margaret is an excellent character and a favorite for competitive players. Her lack of real weaknesses and considerable strengths make her very easy to pick up and play, and while her gameplan does require some execution to keep running at its absolute peak, she can be easily played at a lower level.

Margaret is a highly versatile all-rounder who uses her multitude of Personas to control neutral and keep opponents locked down.
- Incredibly Versatile: Margaret can play however she wants and switch on a whim. She has fullscreen anti-zoning options that constitute a strong neutral game, and also has potent high/low mix-ups when she gets in.
- Devastating Punishes: Said fullscreen options, along with fast and far-reaching normals that easily convert with meter or a Counter Hit let Margaret punish almost anything and punish them hard.
- Lockdown: Margaret can keep opponents locked down for a significant amount of time, even accounting for Instant Block.
- Resource Independent: She has the most Persona cards with 8, which allows her to abundantly use Persona attacks. She also has excellent options for consistent damage, with or without meter.
- High Mobility: Her mobility is excellent with several moves that can move forward (while ignoring Shock status) and can low-profile.
- Persona is Queen: Margaret is her Personas. Getting Persona broken is a death sentence for her as she cannot use any of her Skills or SP Skills at all. Margaret also has the longest Persona card recovery in the game.
- Wacky Defense: Margaret's Furious Action is a weird command grab with invulnerability and struggles to be useful as a reversal. Similarly, while her buttons have large hitboxes, they are all slow, making them poorly suited for abare.
Unique Mechanics
- Margaret can use her three personas to appear from the position of the previous persona's recovery frames, essentially as a more lenient Persona Displacement.
- This allows for strong screen presence, as Margaret can readily convert hits or threaten opponents anywhere.
- Only one persona is permitted to be on screen at a time.
- Certain Persona attacks will always appear in a set location (j.C, j.D, God's Hand, D Panta Rhei, Mediarahan)
Normal Attacks
5A
- First 5A is dash-cancellable on hit or block and jump-cancellable only on hit.
- 5A dash cancel is -7 on block.
- Projectile attribute.
- 5th hit of autocombo has a higher attack level, allowing combo extensions into 236D
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. Due to being at eye-level height and having long range, 5A has anti-air/poking applications. The eye-level height also allows opponents to crouch under it beyond point-blank range and can be be low-profiled by chest-invulnerable moves such as sweeps. 5A has low hitstop and blockstun which allow for tick throw situations. The beams from autocombo are an excellent pressure tool when spaced well and the timing can be delayed to disrupt mash/jumping attempts during blockstun.
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
180 | Low | 8 | 11 | 16 | -12 | Foot |
- Does not gatling into itself.
- Margaret's fastest low (next fastest being 214A).
Margaret slides low to the ground to kick the opponent. Does not cancel into itself. Despite the animation, 2A does not low-profile well as it does not have chest-invulnerable property. Despite this, it can situationally evade moves such as Minazuki's high knife. Unlike most characters, Margaret cannot cancel 2A into itself and is committed for the entire duration of the move. 2A is Margaret's preferred low mixup option as it easily confirms on hit or block and leads to many round-winning confirms with meter.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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500 | 100 | 50 | 3 |
5B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
500 | All | 10 | 12 | 17 | -7 | Body |
- Frame advantage depends on Margaret's distance from the opponent.
- Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.s into 5A once per string.
Margaret summons a torrent of cards in front of her as she moves forward while attacking. 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. 5B can also serve as an anti-air at certain spacings (ideally, the opponent is low to the ground).
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 100 | 50 | 4 |
- During first 6 active frames, Margaret immediately goes into 23F recovery on hit/block. First 6 of these recovery frames are technically active and can still hit other opponents.
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
200, 100×3 | Air Unblockable | 7 | 5,2,2,2 | 36 | -15 | Body | 7~11 Head |
- Air Unblockable 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 a reactive anti-air, 2B covers very high air space but it has limited head invulnerable frames which makes it difficult to challenge disjointed jump-in attacks. However, it converts well with j.2C as the latter will autocorrect to the opponent's position afterwards. This is a really bad move to whiff or let the entire move happen on block, Margaret will have air options if 2B fully recovers. Characters with strong mobility/reach can punish this. The first hit of 2B converts into significant meterless damage into 2C if it counterhits. This sequence has a large gap that is very punishable on block and hit if it does not counterhit. Margaret can also cancel the first hit of 2B into 5C which is a blockstring and will convert into 5B combos on any hit.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
- Can be cancelled into ground normals on first hit only
- Frame advantage listed is on crouching guard
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
200 | High | 7 | 3 | 15 | Head |
- Overhead.
- Margaret's fastest air attack.
Margaret swipes a card in front of herself. 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. Covers a respectable horizontal range and has a deceptive hitbox slightly below and behind her.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 1 |
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | All | 12 | 12 | Until L | Head |
- Aerial version of 5B.
- Not an overhead.
- Makes a great crossup with air turn.
- No minimum height requirement.
Strong air to air and air-to-ground tool on hit or block that functionally acts an airdash with a hitbox and generous blockstun. 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, punishing j.B is far more difficult than it sounds due to its relative lack of landing recovery and high movement speed.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 2 |
j.2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
450 | High | 13 | Until L | 13 | +3~+7 | Head |
- 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 for a double overhead.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
900 | 100 | 500 | 4 |
- Fatal Counter
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
700 | All | 12 | 3 | 32 | -18 | Chest | Persona 1~Until Active All |
- 5C dash cancel is -6.
- Has a small deadzone directly in front of Margaret.
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. 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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 25 | 3 | 26 | -8 | Head | Persona 1~Until Active All Persona 5~27 Foot |
- 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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 300 | 300 | 4 |
- Fatal Counter
- Opponent experiences 4F extra hitstop on hit/counter hit
5D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 1400 | Throw | 35 | 4 | Total 50 | Throw | Persona 3~38 Guard All |
- Ardha has guard point during startup until the 1st active frame.
- Wallbounces on counterhit, regardless of position.
- Benefits heavily from Persona displacement, letting Margaret threaten with a throw anywhere.
Margaret summons Ardha, who slowly advances to the opponent and extends a hand in an attempt to grab a grounded opponent. The guard point lasts until the hand is fully extended to grab the opponent. The opponent can take advantage of by using a quick jump-cancellable button to avoid it. 5D can punish Evasive Action when spaced/timed well similar to throws. It can also beat specific reversals that lose to the guardpoint or whiff before the grab comes out. 5D also has amazing frame advantage on hit, Margaret can freely approach from nearly fullscreen and combo or take advantage of the knockdown it gives.
That being said, 5D is mostly a tool for mind games and resets that can decisively end rounds before the opponent catches on. You have to condition opponents first due to its slow startup.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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800 | 200 | 50 | 0, |
2D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 1400 | Throw | 23 | 3 | Total 52 | Throw | Persona 5~25 Guard All |
- Ardha has guard point during startup until the 1st active frame.
- Applies Freeze on hit.
- Air throw.
Ardha extends a hand in the air, attempting to grab an airborne opponent. Primarily used as a strong combo extender immediately after 2C or 236236C/D thanks to the Freeze. 2D counts as 3 hits, making it a useful tool for manipulating combos for Hassou Tobi. While not meant to be utilized for anti-air, it can be used for situational mind games reading opponents that habitually jump away to avoid mixups or 5D.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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800 | 200 | 1000 | 0, 4 |
- Freezes opponent on hit for 55F
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | High | 12 | 3 | 36 | Head | Persona 1~Until Active All |
- Overhead.
- Always appears at Margaret's location.
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, it 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. It can be slightly delayed after j.B but still hit at a different timing to hit opponents used to the typical j.B > j.C timing. j.C can also be timed to whiff right before it hits, which is useful for baiting reversals and as a fake overhead > low/throw mixup.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 4 |
j.2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | All | 10 | 3 | 32 | Head | Persona 1~Until Active All |
- Halts Margaret's air momentum.
- Autocorrects sides to face the opponent.
- IABD j.2C makes for a strong throw punish.
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. An important property of this move is that j.2C halts Margaret's air momentum and that property can transfer to a following attack. For example, using j.D after j.2C on block will cause the fireball to spawn while Margaret remains floating. Ordinarily, Margaret would be falling during j.D's startup and she is unable to block during that move. Keep this in mind to avoid unwanted interactions. j.2C > j.214B as a combo ender allows Margaret time to stay in the air for okizeme options.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 4 |
j.22C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | Until L | 3 | Total 50 | Head | Persona 4~(Until L+3) Foot |
- Fatal Counter.
- Holding 4 will narrow the descent trajectory.
- Launches on hit.
- Margaret cannot perform another action until landing.
An aerial version of Margaret's 2C. Yoshitsune appears behind Margaret and moves on a downward arc, attacking with both swords when reaching the ground. Similar to 2C, j.22C is frequently used as combo filler during Margaret's strongest combos. It gives a large amount of blockstun & hitstun to cover Margaret's descent such that God's Hand and sweep can become valid combos & blockstrings. j.22C is also very useful tool in making disjointed pressure options, and it is a common okizeme tool after j.214B combo enders that leave Margaret airborne.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 300 | 4 |
- Fatal Counter
j.D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | All | 17 | Until Hit | Until L+12 | Projectile+Head |
- Margaret cannot perform another action until landing except special cancel.
- 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 close to the ground, which can generate large frame advantage. Margaret can pressure while the fireball covers her while also making other aerial persona attacks such as j.214A hit close to the ground. j.D is also useful in very ambiguous crossups such as forward jump > j.D > j.214A and low j.D > IAD > j.2C.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
j.2D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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600 | All | 21 | Until Hit | Total 42 | Projectile+Head |
- Margaret maintains air actions following recovery.
- Pauses Margaret's air momentum.
- Ardha can appear at the location of the last persona attack.
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 300 | 1000 | 4 |
- Freezes opponent on hit for 45F
j.22D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 1400 | Throw | 22 | 3 | Total 53 | Throw | Persona 4~24 Guard All |
- 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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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800 | 200 | 1000 | 0, 4 |
Universal Mechanics
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | High | 41 | 2 | 19+21L | -23 | Head | 13~29 All 30~41 Guard Strike |
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 800 | 50 | 5 |
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
700 | Low | 23~46 | 2 | 24 | -9 | 4~(26~49) Chest |
- Hits fullscreen AND is a low.
- Projectile attribute.
- Has Chest invul like other sweeps.
- Can be held to delay the strike.
Very useful tool for disruptions, baiting opponents, and halting an opponent's ground advance. Keep in mind that while it does hit fullscreen, it is slow to start and should be used when you know opponents can't run in and stuff it.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 1100 | Throw (150) | 5 | 3 | 23 | Throw |
- Wallbounces in the corner.
- Super cancelable.
Margaret grabs the opponent before slapping them far away from her. Margaret can extend the throw into a small combo in the corner for meterless knockdown. Throw > 236236C/C+D allows for a significant increase in burst-safe damage anywhere on the screen.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000 | 50 | 0, 4 |
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 1600 | Throw | 4 | 3 | 19 | Throw |
- Comboable after with falling j.C.
Margaret grabs the opponent before smacking them to the ground with her compendium.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200 | 50 | 0, 4 |
Ultra Suplex
B+D (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
BD | 0, 1128 | Throw | 14 | 2 | 32 | Throw | 1~15 All | |
j.BD | 0, 1128 | Throw | 10 | 2 | Until L+6 | Throw | 1-11 |
- Fatal Recovery.
- Treated as a normal throw (techable unless CH or as a whiff punish).
- On KO, "Ultra Suplex Hold" will pop up
Margaret grabs her opponent and jumps as she performs a German Suplex in the air. 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. Can be used to enter Awakening safely fullscreen while the opponent is distracted.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BD | 1000 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.BD | 1000 | 100 | 50 | 4 |
BD:
- Minimum Damage 1128
- Fatal Recovery
j.BD:
- Fatal Recovery
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0 | All | 15 | 2 | 29 | -14 | 1~21 Guard All |
- Hits low unlike most Guard Cancel Attacks.
- It has foot property and a low hitbox, making it especially weak to airborne attacks
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. Has the same weaknesses of most other GCA's, but hitting low means that it can lose to hops in pressure.
Use this sparingly in situations that you are more confident it will work.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 4 |
Skill Attacks
Divine Vacuum
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 400, 200×2 | All | 16 | Until Hit×3 | Total 55 | -19 | Projectile+Chest | Persona 1~Until Active All |
j.236C | 180, 90×5 | All | 11 | 3×6 | Total 54 | Projectile | Persona 1~Until Active All | |
236D | 150, 75×12, 250, 125×2 | All | 19 | 3×12(6)Until Hit×3 | Total 86 | -5 | Projectile×13, (Projectile+Chest×3) | Persona 1~Until Active All |
j.236D | 150, 75×11 | All | 31 | 3×12 | Total 79 | Projectile | Persona 1~Until Active All | |
236CD | 150, 75×12, 300, 150×3 | All | 17 | 3×13(3)Until Hit×4 | Total 82 | -1 | Projectile×13, (Projectile+Chest)×4 | Persona 1~Until Active All |
j.236CD | 150, 75×12 | All | 11 | 3×13 | Total 65 | Projectile | Persona 1~Until Active All |
- 236C
- Fast, fullscreen zoning tool.
- Hits multiple times and eats other projectiles for breakfast.
Excellent neutral tool, but not without counterplay. It can be punished as opponents can easily roll through it, can be low-profiled with chest-invulnerable moves such as Narukami 214C+D, or use a fullscreen super on reaction.
- 236D
- Works very well with OMC.
236D forms a circular vortex before throwing the spear. This vortex has large amount of blockstun and active frames so it has many applications with One More Cancel to setup mixups or extend 236D combos into 2C > 2D. On crouching opponents, 236D will combo after 5B or 5C. On standing opponents, 236D will combo after the 5th hit of autocombo.
- 236C+D
- Wall sticks in the corner (combos into 2C > 2D).
- Vacuums on hit.
Combos regardless if the opponent is standing or crouching. 236CD is a significant combo extension tool for 25 meter anywhere on the screen.
- j.236C
- Fast, but does not have the projectile.
Cu Chulainn creates a small pocket of air without throwing his spear. This mostly used for situational blockstring and combo filler.
- j.236D
- Slow and does not have the projectile
Similar to j.236C but with much slower startup and longer active frames while keeping Margaret airborne for a while.
- j.236C+D
- Fast and vacuums opponents.
This is very useful for low-height air combo filler to further extend the combo. It turns counterhit j.C into 4k damage with just 25 meter.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 300 | 100 | 100 | 4 | ||||||||||||||||||||||||||||||||||||
j.236C | 300 | 100 | 100 | 3 | ||||||||||||||||||||||||||||||||||||
236D | 300, 300 | 300, 100 | 100, 100 | 4 | ||||||||||||||||||||||||||||||||||||
j.236D | 300 | 300 | 100 | 3 | ||||||||||||||||||||||||||||||||||||
236CD | 300, 300 | 300, 300 | 500, 500 | 4 | ||||||||||||||||||||||||||||||||||||
j.236CD | 300 | 300 | 500 | 4 |
Gale Slash
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 800 | Low | 12 | 6 | 22 | -11 | Foot | Persona 1~Until Active All 6~19 Low Profile |
j.214A | 800 | All | 13 | 8 | 32 | Head | Persona 1~Until Active All | |
214B | 800, 400 | Low, All | 17 | 8(9)6 | 30 | -14 | Foot, Head | Persona 1~Until Active All 1~17 Chest |
j.214B | 600, 300 | All | 14 | 6(15)7 | 12 | Head | Persona 1~Until Active All | |
214AB | 700, 350×2 | Low, All×2 | 13 | 8(9)6(12)4 | 17 | 3 hits: -4 2 hits: -22 |
Foot, Head×2 | Persona 1~Until Active All |
j.214AB | 600, 300×2 | All | 13 | 7(9)6(12)4 | Total 65 | Heead | Persona 1~Until Active All |
- All Versions
- 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.
- 214A
- Hits once.
- Travels 1/3 of the screen.
- Hits low.
- Hard knockdown on hit.
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. In neutral, its low profile can be used to punish footsies normals with slow recovery such as Mitsuru's 5A.
- 214B
- Hits twice.
- Sets up safejumps.
- Good combo filler.
It only knocks down in short combos. 214B is most commonly used for launching opponents near the corner to link into 2B.
- 214A+B
- Hits three times.
- Travels full screen.
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.
- j.214A
- Hits once.
- Combo filler and occasional neutral tool.
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.
- j.214B
- Hits twice.
- Typical air combo ender.
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.
- j.214A+B
- Hits three times.
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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 500 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.214A | 500 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 100 | 500 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
j.214B | 100 | 500 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 300 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
j.214AB | 300 | 300 | 500 | 4 |
214B:
- Margaret immediately stops first hit and goes into (9)6 when first hit is blocked/on hit
214AB:
- Margaret immediately stops first hit and goes into (9)6(12)4 when first hit is blocked/on hit
j.214AB:
- Persona immediately stops first hit and goes into (9)6(12)4 when first hit is blocked/on hit
God's Hand
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | 1600 | High | 25 | 3 | Total 60 | -4 | Body | |
214D | 1800 | High | 28 | 3 | Total 68 | -9 | Body | |
214CD | 2000 | High | 24 | 3 | Total 57 | +4 | Body |
- Forces knockdown on hit
- Forces ground bounce on counter hit
Ardha appears before summoning a giant golden fist that is an overhead.
This move always appears at a fixed distance relative to Margaret based on the button used. God's Hand will not move past the corner.
214C appears closer to Margaret, 214D is slower and appears farther away from Margaret, while 214C+D has the fastest startup, highest damage, and appears at a distance between C & D versions.
On counterhit, God's Hand will force a ground bounce that can be converted. It can be used as a situational frame trap that calls out certain defensive choices.
God's Hand is also used in combos to safely make use of its high minimum damage, extend combos, and ability to grant knockdown.
Evasive Actions will allow opponents to phase through God's Hand in time in most situations. The only moves that grant enough blockstun to attempt a blockstring are j.22C and 236236C/D.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 1000 | 100 | 500 | 5 | ||||||||||||||||||||||||||||||||||||
214D | 1000 | 100 | 500 | 5 | ||||||||||||||||||||||||||||||||||||
214CD | 1000 | 100 | 500 | 5 |
214C:
- Opponent experinces 5F extra hitstop on hit/counter hit
214D:
- Opponent experinces 5F extra hitstop on hit/counter hit
214CD:
- Opponent experinces 5F extra hitstop on hit/counter hit
SP Skill Attacks
Power Slash
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236A | 900×2 | All | 4+(49 Flash)+5 | 4(8)4 | Total 102 | -24 | Body | 1~17 All |
236236B | 1100×2 | All | 4+(49 Flash)+20 | 4(8)4 | Total 107 | -14 | Body | 1~42 All |
236236AB | 1000×2 | All | 4+(49 Flash)+4 | 4(8)4 | Total 98 | -21 | Body | 1~13 All |
- During the superflash startup, Margaret can cancel any version of Power Slash into another Power Slash or Hassou Tobi for increased damage.
- Minimum damage modifiers for Hassou Tobi: 375 (236236A/B), 675 (236236A+B)
Two-part sword slash super with Yoshitsune. Power Slash has great horizontal and vertical range, as well as a slight backward hitbox as the persona is positioned slightly behind Margaret.
236236A 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.
236236B does the most damage but also has the longest start-up and least recovery. It is primarily used as a situational combo ender or takes advantage of its longer startup to punish specific moves.
236236A+B is one frame faster than the A version but most of its utility is from being the best damage modifier for Hassou Tobi.
If the opponent is close to Margaret during start-up, they can either roll at the flash to prevent her from using a One More! Cancel or respond with their own reversal.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236A | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236B | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236AB | 1000 | 100 | 50 | 5 |
236236A:
- Minmum damage 225×2 (450)
236236B:
- Minmum damage 275×2 (550)
236236AB:
- Minmum damage 250×2 (500)
Panta Rhei
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236C | 355, 177×9 | All | 5+(55 Flash)+9 | 2,2,2… | Total 52 | +45 | Projectile | 1~5 All |
236236D | 355, 177×9 | All | 4+(55 Flash)+21 | 2,2,2… | Total 49 | +84 | Projectile | 1~16 All |
236236CD | 280, 140×14 | All | 5+(55 Flash)+4 | 2,2,2… | Total 52 | +59 | Projectile | 1~17 All |
Margaret summons a large tornado that travels along the entire screen.
If the opponent is hit in time, the tornado gives a fixed number of hits (10 for C/D versions, 15 for SB) before ejecting them upwards which can be converted by 2C and/or 2D.
236236C is commonly used to extend small grounded combos after 214A for more significant damage.
236236D is not currently used in most combos as it is much slower than the other two versions.
236236C+D is faster and completely untechable until the opponent falls to the ground allowing Margaret to salvage combos that would likely drop otherwise. It is not recommended for combos in the corner unless Margaret has enough spacing for the super to be completed.
New to 2.5, C and SB versions of Panta Rhei are now able to appear at the last persona's location as with most persona moves. This allows for even more opportunities for Margaret to extend combos.
In addition, the grounded version of SB Panta Rhei no longer has strike invulnerability during startup which strips its utility as a reversal in common wakeup situations.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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236236C | 800 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236D | 800 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 800 | 300 | 50 | 5 |
236236C:
- Only does 10 hits on hit/counter hit
- On block will keep doing hits until offscreen
- Minimum damage 106, 53×9 (583)
236236D:
- Only does 10 hits on hit/counter hit
- On block will keep doing hits until offscreen
- Minimum damage 106, 53×9 (583)
236236CD:
- Only does 15 hits on hit/counter hit
- On block will keep doing hits until offscreen
- Minimum damage 84, 42×14 (672)
Awakened SP Skill Attacks
Hassou Tobi
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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214214A | 0, 1200~6000 | All | 4+(65 Flash)+11 | 39 | Total 81 | -38 | Body | 1~39 All |
214214B | 0, 1200~6000 | All | 4+(43 Flash)+33 | 39 | Total 103 | -38 | Body | 1~61 All |
214214AB | 0, 1200~6000 | All | 4+(73 Flash)+3 | 39 | Total 73 | -38 | Body | 1~31 All |
Hassou Tobi is a cinematic super that does bonus hits, and thus deals bonus damage based on the current combo count, and is the main source of Margaret's big damage at the end of her combos due to its high minimum and potential damage.
How it works: When Hassou Tobi connects, it adds enough hits to the combo counter to make it end in the next multiple of 8 (8, 16, 24, 32, etc). This means that the highest possible damage is achieved when Margaret's combo count is already a multiple of 8 before connecting the super, so it deals a full 8 hits to reach the next multiple. For example, if Hassou Tobi connects after a 7-hit combo, the super will only add one hit to total to 8 hits and only deal negligible damage, meanwhile if Hassou Tobi connects after an 8-hit combo, the super will add 8 hits for a total of 16 and grant the highest damage possible. Effective use of Hassou Tobi requires recognizing Margaret's combo options to use it at the appropriate situation.
All versions of Hassou Tobi deal the same amount of damage, but differ in startup, super flash, and invulnerability frames.
The A version is the most commonly used due to being 50 meter for optimal meter usage. The B version is usually 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, startup, or distance. The speed of SB Hassou can be also used to punish fullscreen zoning on the ground, or certain safejump setups.
Hassou Tobi is not typically used as a reversal but it has invulnerability on hit due to the cinematic. This can be useful for getting out of highly-active moves that do not go away on hit such as Yukiko's Maragidyne.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214214A | 0 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214B | 0 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214AB | 0 | 500 | 50 | 5 |
214214A:
- This attack does enough hits to get combo count to a multiple of 8
- Damage depends on number of hits: 8 hits: 6000. 7 hits: 3000. 6 hits: 2700. 5 hits: 2400. 4 hits: 2100. 3 hits: 1800. 2 hits: 1500. 1 hit: 1200
- Minimum damage from best to worst: 1500/750/675/600/525/450/375/300
214214B:
- Will add hits to get combo count to a multiple of 8
- Damage depends on number of hits this attack does: 8 hits: 6000. 7 hits: 3000. 6 hits: 2700. 5 hits: 2400. 4 hits: 2100. 3 hits: 1800. 2 hits: 1500. 1 hit: 1200
- Minimum damage from best to worst: 1500/750/675/600/525/450/375/300
214214AB:
- Will add hits to get combo count to a multiple of 8
- Damage depends on number of hits this attack does: 8 hits: 6000. 7 hits: 3000. 6 hits: 2700. 5 hits: 2400. 4 hits: 2100. 3 hits: 1800. 2 hits: 1500. 1 hit: 1200
- Minimum damage from best to worst: 1500/750/675/600/525/450/375/300
Mediarahan
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | Total 4+(53 Flash)+50 | 4~33 Guard Strike | ||||||
214214D | Total 4+(53 Flash)+70 | 4~53 Guard Strike | ||||||
214214CD | Total 4+(53 Flash)+37 | 1~21 Guard Strike |
A healing super that restores a fixed amount of health to Margaret and a trivial amount to the opponent following the superflash.
New to 2.5, Mediarahan will fully restore the Persona cards for both players.
In addition, Margaret is granted armor that will heal her on contact with the opponent's moves. This can be applied to long-lasting supers that are usually difficult to avoid such as Yukari's Magarula and Narukami's Ziodyne.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214214C | ||||||||||||||||||||||||||||||||||||||||
214214D | ||||||||||||||||||||||||||||||||||||||||
214214CD |
214214C:
- Margaret and opponent gain 13 HP per frame starting 2F before superflash ends for 36F (468 HP gained total)
214214D:
- Margaret and opponent gain 13 HP per frame starting 2F before superflash ends for 36F (468 HP gained total)
214214CD:
- Margaret and opponent gain 30 HP per frame starting 2F before superflash ends for 24F (750 HP gained total)
Instant Kill
Morning Star
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
K.O. | All | 17+(45 Flash)+58 | 3 | 37 | -21 | 1~77 All |
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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5 |
Colors
Color 10
Kokonoe
Color 11
Jellyfish Pirates

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •