P4U2R/Margaret

From Dustloop Wiki
While Margaret's page is undergoing re-writes, there are some rather fleshed-out resources covering the character in this version:

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

Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.

Overview

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 fireballP4AU Margaret DivineVacuum.pngGuardAllStartup16RecoveryTotal 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, Margaret 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 grabP4AU Margaret 5D.pngGuardThrowStartup35RecoveryTotal 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 SlashP4AU Margaret PowerSlash.pngGuardAllStartup4+(49 Flash)+5RecoveryTotal 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.
P4U2R Margaret Nameplate.png
P4U2 Margaret Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
8
Combo Rate
60%
Unique Movement Options
5B, j.B
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

 Margaret is a highly versatile all-rounder who uses her multitude of Personas to control neutral and keep opponents locked down.

Pros
Cons
  • 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. Furthermore, all of her combos end in hard knockdown, allowing for safejump or displacement oki.
  • 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.
  • Overwhelming Pressure with Meter: Margaret's pressure is extremely dangerous with meter, as she can gather amazing high/low left/right pressure. This is even more remarkable considering she's very advantageous on block and makes her pressure gapless. Her okizeme is way stronger as the has easy access to j.D mixups, that have even more variants with meter.
  • Persona is Queen: Margaret is her Personas. Getting Persona broken is a death sentence for her, as she cannot use any of her very important persona normals let alone her specials or supers at all. Margaret also has the longest Persona card recovery in the game at a whooping 24 seconds, which is exponentially higher than characters with similar card levels.
  • 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.
  • Meter Reliant: Margaret needs meter for conversions, combo extenders and enders, pressure resets, mix-ups, One More! Cancels against guard points to cover the lack of jump cancels, defense and more. It's simply not possible to always have meter in every situation, and a long list of options are subpar without at least 50 meter.
  • High Recovery on Whiff: Despite having some of the game's best normals, it does have drawbacks. A lot of her normals have high recovery and active frames, leaving her in very rough situations on whiff where she's easily punished.

Unique Mechanics

Margaret Selection
  • 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 the 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)
  • Can easily stop her displacement with j.C to open up more routes.

Normal Attacks

5A

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.
5A 200 All 9 3 Total 34 -10 Chest+Projectile
5AA 300 All 9 3 Total 34 -10 Chest+Projectile
5AAA 400 All 9 3 Total 34 -10 Chest+Projectile
5AAAA 400 All 9 3 Total 34 -10 Chest+Projectile
5AAAAA 400 All 9 3 Total 38 -12 Chest+Projectile
  • 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 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.

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 Beat The 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).

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's fastest button and main abare

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 terrible 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.

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

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.

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)
  • Common combo ender.

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.

It's one of her essential combo enders, usually done from routes that are highly scaled, where j.214B would drop. Has incredible frame advantage, allowing to hop meaty on their wakeup, while still remaining safe.

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 is notable for being an amazing starter, almost dealing 3k meterless from any hit.

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.
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. It's possible to combo into 2C from any grounded normals except sweep, given it was hit as a Counter Hit. This move also enables her best route, but the move itself has high scaling. 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.

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.

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.
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.

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.
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.

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.
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.

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.
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 a very useful tool in making disjointed pressure options, and it is a common okizeme tool after j.214B combo enders that leave Margaret airborne.

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.
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.

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.
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.

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.
0, 1400 Throw 22 3 Total 53 Throw Persona 4~24 Guard All

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. Furthermore, the tracking is awful and usually whiffs against opponents that move.

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 and has high landing recovery. The kick itself is also very vulnerable to 2B's

AoA has specific uses for calling out fullscreen moves during their recovery for a full combo. Can be used to punish moves like Aigis's Goddess Shield recovery in fullscreen.

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.

Delaying the sweep is a strong option in pressure, as she can easily catch rolls.

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

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

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 because of its abysmal range. Can be used to enter Awakening safely fullscreen with if cancelled from Sweep.

It can combo if hit as a Fatal Starter into knockdown.

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 Low 15 2 29 -14 Foot 1~21 Guard All
  • Uses the animation of 2A
  • 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.

Skill Attacks

Divine Vacuum

Persona Required 236C/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.
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 easily wins against most projectiles. 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.

Also commonly used as a safe pressure ender in midscreen, because of the high pushback, despite it's awful frame advantage.


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.

The move is not gapless unless done from 2C, and easily punished by roll, so it can be risky to throw out in pressure


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. It notably goes into 2C in the corner, allowing for a damaging combo.


j.236C
  • Fast, but does not have the projectile.

Cu Chulainn creates a small pocket of air without throwing his spear. This mostly in pressure with One More! Cancel to create a gapless 50/50 with j.C or 2A. Used as a filler before j.236236C.


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. This is commonly used to replace j.22C in the corner to avoid its high SMP.


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.

Gale Slash

Persona Required 214A/B (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.
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 and sets up safejumps from spaced 5AAAAA

A common use of 214A is to give knockdown from grounded 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, although usually outclassed by j.236C > One More! Cancel. In neutral, its low profile can be used to whiff 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 very short combos, making it unreliable in that matter and is outclassed by 214A. 214B is most commonly used for launching opponents near the corner to link into 2B or after a sweep. Goes into 2B on air hit.


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. It's used in combos where you would be too far away to convert into anything else, notably after sweep.


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. Usually cancelled into j.236236C.


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.

Only hitting the second hit, allows a knockdown or j.236236C as a meter dump option. This can be consistently done from j.236236C.


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.

God's Hand

Persona Required 214C/D

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. 214C+D can go into 2D. 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. This makes it her most important combo filler, and many routes are created to hit as many of these as possible, although the high SMP only allows for one of each version.

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.

SP Skill Attacks

Power Slash

Persona Required 236236A/B

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. Power Slash is used as a rare combo ender, but most notably cancelled with One More! Burst for highly damaging meter dumps.


236236A is fast and Margaret's go-to reversal, as it leads to significant damage on hit and if One More! Cancelled on block, enables a strong mix-up opportunity, or a highly damaging combo. The choice of super before OMB in midscreen.


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. It can be used as a punish against opponents trying to roll A version, but you will only hit the second hit, meaning the combo will be significantly weaker as 2C will not combo after One More! Cancel. The choice of super before OMB in corner.

It's possible to combo after this move if it was cancelled correctly, notably from 236C.


236236A+B is one frame faster than the A version and has slightly higher damage, but is usually a waste of meter. 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 (236236A/236236A+B verions) or respond with their own reversal.

Panta Rhei

Persona Required 236236C/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.
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 Projectile

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 or preferably if possible 2D.

236236C/j.236236C

The grounded version is commonly used to extend small grounded combos after 214A for more significant damage or as a pressure reset.

The air version is her best move to stabilize stray hits in the air with meter and is a great combo extender. However, it's highly vulnerable to proation and height dependant. The strongest combo ender without awakening.


236236D/j.236236D

The ground version is not currently used in most combos, as it is much slower than the other two versions. Although from 214B it is possible to get it easily out with the cost of high proation. You can immediately act whenever the move is finished, allowing for self-awakening routes.

The air version has the same benefits as the ground, and notably it can be used in corner routes to avoid accidental displacements as it has a more lenient timing. This version is very easy to combo into in the corner with j.214A Because you can immediately act out of it, it's very useful for the double Panta Rhei combo.


236236C+D/j.236236C+D

The ground version is faster than theC variant 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, as the follow-ups are poor. Its projectile invulnerability allows it to be a strong burst bait option.

The air version is untechable and is an amazing tool for converting stray hits. This version is preferred in highly scaled routes, but has the same issues with the corner.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 214214A/B

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.
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. It is frequently used after 2D or 236236C during combos.

However after the B version, it is possible to continue a smaller combo, although it's harder midscreen and the proation is still at high amounts.

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. This is notably used after j.2B

Hassou Tobi is not typically used as a reversal and is usually outclassed by Power Slash but it has invulnerability on hit due to the cinematic + fullscreen range. This can be useful for getting out of highly-active moves that do not go away on hit such as Yukiko's Maragidyne, fullscreen supers such as Narukami's Ziodyne and moves with high invulnerability such as Labrys's Gears that Power Slash wouldn't be able to deal with.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214A 0 500,1000 50 5
214214B 0 500,1000 50 5
214214AB 0 500,1000 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

Persona Required 214214C/D

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.

In addition, Mediarahan will fully restore the Persona cards for both players and 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. This will frequently weaken or downright break their mix and heal considering amounts of health, and with the awakening buff, you're left in a favorable position.

214214C and 214214D will heal in moderate amounts, although 214214D will often heal more because of its longer duration. 214214C+D will heal substantially more, despite the shorter duration.

Instant Kill

Morning Star

Persona Required 222C+D when IK Conditions are met

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

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To edit frame data, edit values in P4U2R/Margaret/Data.