P4U2R/Margaret/Combos

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 Margaret



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Combo Theory

Primary Hitconfirms:

These are what you will typically start most combos with from neutral or a mixup. Most combos are not reliant on starters with one button but the way you confirm from it and the starter determines your damage cap and hitstun decay to continue combos

  • 2A > 5C > 5B
  • 5A > 5C
  • 5B > 5A
  • j.B > j.C
  • 2B(4) > j.2C
  • j.C > j.D (air to ground)
  • 2B(1) > 5C
  • 5C > 5B
  • CH j.C > j.22C
  • CH 2B(1) > 2C
  • CH j.C > 5C (air to air)
  • CH 5C > 2C
  • CH j.2C > j.22C

Combo Fillers

  • Combos that keep Margaret on the ground will go into 5B or 5C
  • If the opponent is crouching, you can combo 236D after 5B or 5C
  • If the opponent is in the air, meet them with either 2B or j.C into j.2C. Rarely from 2B, you'll need to j.C if they're not high enough in the air.
  • If the opponent is near the corner on the ground, you can use 214B or 236C+D
  • If the opponent is near the corner, and you landed from the air, you can extend with 2A
  • If you use meter, it will be 236236C/C+D most of the time. Use it after 5B, 5C, or 214A
  • 2C > 2D is your most important combo filler, it will be after a counterhit starter or with meter.
  • From 2D, use j.22C or in the corner j.236D.

Combo Enders

  • 214A - Primary ender on the ground
  • 214B - Uncommon ender on the ground
  • j.214B - Primary ender in the air
  • j.2B - Alternative ender in the air, usually from 214C > 2B and highly proated routes.

Fatal Combo Theory

  • Fatal Counter allows j.22D extensions to be possible after j.2C or alternatively j.C if they are airborne. 5C > 2D mid-combo is also possible.
  • Fatal Counter allows more than 1 God Hand in a combo as long as they are different versions. It's preferred that the more damaging versions are used first if possible. Route into 1 of each version if the combo allows.
  • You want to launch your opponent when possible with 2C > j.22C or 5C > j.214A. 5C > 236D also works but uncommon
  • All routes will end in j.2B
  • j.214A goes into 5C which is your main launcher.
  • 5C goes into 214C+D at low proation levels.

Hassou Tobi

  • Hassou Tobi damage values are highlighted in yellow with the following values in order:
    • Hassou Tobi alone (1500 extra damage)
    • A/B Power Slash modifier (375 extra damage)
    • SB Power Slash modifier (675 extra damage)
  • Moves highlighted in yellow indicate a point where Hassou Tobi can be inserted
  • Power Slash modifier is mostly used to secure wins or initiate a major comeback, where the next hit should win.
  • Unless noted otherwise, A Hassou Tobi is the version used.

Common points that add a large number of hits or can lead into Hassou Tobi within 1-3 hits:

  • 2D (3 hits): IAD forward > land > Hassou Tobi as the ice begins to descent. Works anywhere.
  • j.D > j.214B (3 hits): land > SB Hassou Tobi midscreen, land > 214A in the corner.
  • j.22C (1 hit): 2C, 214A, 214C > 2B(1). 214C+D > SB Hassou Tobi.
  • j.214A+B (3 hit ender): Land > Hassou Tobi with the opponent in the corner/SB Hassou Tobi if midscreen, 214A in the corner
  • 236D (15 hits): 5C > SB Hassou Tobi midscreen, 214A in the corner
  • (j.)236236C+D (15 hit ender): Land > Hassou Tobi, 2C (wait until the previous persona disappears)
  • j.2B ender requires SB Hassou Tobi (214214A+B)
  • After 214C > 2B/5B (1), SB Hassou Tobi is preferred. In the corner, A Hassou Tobi is possible if hitstun decay allows.

Combo List

Most combos listed with a 2A starter are also possible from most aerial starters, 5B, and 5C. If you intend to replicate a Hassou Tobi route, you may need to omit or add moves.

214A/B routing

Combo Damage SP Gain SP Cost Notes/Purpose Video
2A > 5C > 5B > 5A x 5 > 214A 1550 +17 SP 0 Primary grounded midscreen route with okizeme followup Video
2A > 5C > 5B > 5A x 5 > 236D > 214A [66 5C > Hassou Tobi] 1849 (3349, 3724, 4024) +22 SP 0/50/100 / 125 Corner only. Hassou Tobi route requires a microdash 5C to make it 24 hits (instead of 214A). Video
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C> 9 j.C > j.2B 3547 (5047) +2 SP 50/125 In the corner, do 2D after 236236C and j.C j.2C after 2B. 214A can also combo after 2A+B as a starter. Hassou Tobi route uses 236236A+B. Video

j.214B ender routes

Combo Damage SP Gain SP Cost Notes Video
2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B 1948 +23 SP 0 Corner only. Can backdash or double jump for varied okizeme options Video
5D > 2B(4) > j.C > j.2C > j.214B 2291 +16 SP 0 Non counter-hit 5D route that can be done anywhere on screen Video
Anti-air 2B(1) > 5C > j.B > j.C > dj.B > j.C > j.D > j.214B 2089 +19 SP 0 2B(1) Anti-air Video
Anti-air 2B(4) > j.2C > dj.B > j.C > j.D > j.214B 2107 +16 SP 0 Can extend into 2A > 5C > j.B > j.C > 8 dj.C > j.2B if you reach the corner Video
Throw > 2A > 5C > sj.B > j.C > j.2C > j.214B 2127 +17 SP 0 Works as long as throw reaches the corner. Can also use 2B(1) or 5B instead of 2A. Video
j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B 1603 +17 SP 0 Corner only. Use to convert instant overhead/double overhead mixups from j,2B Video

Combos into 2C

Combo Damage SP Gain SP Cost Notes/Purpose Video
CH 2B/5B/5C > 2C > 2D > j.22C > 66 214C > 2B(1) / 5B > 5C > j.2C > dj.B > j.C > j.D > j.214B, 214A > 214214A 4277 (5777, 6152, 6452) +42 SP 50 *Values listed for 5C. Opponent must be in corner for 214A > Hassou Tobi.

Can substitute 5A > 5C after 5B for a midscreen Hassou Tobi route ||

CH 5C > 2C > 2D > 5D > 5A > 5C > j.C > j.2C > dj.C > j.2C > j.214A+B > 214214A 3648 (5148, 5523, 5823) +32 SP 75 Burst safe option. Opponent must be in the corner after 2D for 5D to connect. Video
CH 5A > 2C > 2D > j.22C > 66 214C > 2B(4) > j.C > j.2C > j.214B 2874 +31 SP 0 Strong option to punish/counterpoke specifically with 5A.
CH j.2C > j.22C > j.22D > 2C > 214C > 2B(1) / 5B > 5C > j.2C > dj.B > j.C > j.D > j.214B > 214A 4118 (5618, 5993, 6293) +42 SP 0 Advanced throw whiff punish.
Throw > 236236C/D > 2D > j.22C > 214C > 2B(4) > j.2C > 9 j.C > j.2B > 214214A+B 3124 (4624) +2 SP 125 Corner only.
Throw > 236236C+D > 2C > 2D > j.22C > 2C > 214B(1) > 214214A 4260 +1 SP 125 Can start from any position except point blank in the corner.
236236A/B > OMC > 2C > 2D > j.22C > 214B(1) > 214214A 4385 (4745 CH) +1 SP 150 Reversal option
CH 5C > 2C > 2D > j.22C > 66 214C > 5B > 5A > 2B(4) > j.2C > dj.C > j.2C > j.214A > j.236236C+D > 214214A 6114 +38 SP 125 New midscreen Hassou Tobi route. Video
CH 5C > 2C > 2D > j.22C > 214C > 2B(1) > 5C > j.C > j.2C > j.C > j.2C > j.214A+B > 214214A+B 5638 +36 SP 100 Another midscreen Hassou Tobi route. Video
  • Following 214C, 2B is more consistent for picking up with faster startup and more OTG range. 5B offers 200 more damage but requires you to be directly next to them.
  • The opponent must be lined up near the apex of 214C in order to have enough time to pickup afterwards.
  • 2B > 5C > sj.B > j.C > j.D > j214B is an alternative OTG route after 214C
  • Timing cues for landing j.22C after 2D:
    • jump up > optional whiff j.A/airthrow > airdash j.22C
    • run > dash jump forward > falling j.22C
    • microdash > IAD > j.22C

236D routing

Combo Damage SP Gain SP Cost Notes/Purpose Video
2A > 5C > 5B > 236D > 66 5C > j.2C > dj.2C > j.214B 2185 +33 SP 0 Crouching only. Fullscreen knockdown with the persona left active above the opponent Video
5C > 5B > 5AAAAA > 236D > 66 > 5C > jc j.2C > dj j.2C > j.214B 2945 +29 SP 0 Harsh on scaling, will not work on other starters, requires a slight delay to get as close as possible from 5B
2A > 5C > 5B > 5A x 5> 236D > 66 5C > 214214A+B 3330 +31 SP 75 Midscreen/corner SB Hassou Tobi specific route from BNB for only 75 meter Video
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j.2C > j.236236C+D > 2C > 2D > j.22C > 214D 3658 (4742) +25 SP 75/125 Corner only. 236236C+D cannot be too deep in the corner in order for it to launch them. You can jump forward or backward with j.2C to have the necessary spacing. Time 214214A during their falling animation.
2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j.22C > 214C 2537 (3838) +12 SP 50 Crouching only. You can walk backwards during OMC in the corner for burst safe spacing. You need to walk forward or dash during OMC to connect 2C midscreen. Video

236C+D routing

Combo Damage (Hassou) SP Gain SP Cost Notes
2A > 5C > 5B > 236C+D > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > 9 j.C > j.2B 3416 (5216, 5486) +11 SP 25/100 Corner only.
CH j.C > 5C > j.2C > dj.B > j.C > j.D > j.236C+D > 2D > j.22C > 2B(4) > j.2C > 9 dj.C > j.2B 3578 (4735) +17 SP 25/75 Opponent must be CH in the air and low to the ground
5C > j.2C > dj.B > j.C > j.D > j.236C+D > 2D > j.22C > 214C > 2B(4) > j.C > j.2C > 9 j.C > j.2B 4149 +16 SP 25 Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner.

OMB & 236236C+D Routing

Combo Damage SP Gain SP Cost Notes
Any 2 hits > OMB > 2C > 2D > j.22C > 214214A 3997, 4429, 4774 +7 SP 50/125/150 Listed values for j.B j.C OMB.
j.B > j.C > OMB > 66 2D > j.22C > 66 214C > 5B > 5C > j.2C > d.jB > j.C > j.D > j.214B > 214214A 4337 (5837, 6212, 6512) +9 SP 0/50/100/125 Midscreen to corner route off j.B > j.C OMB
2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j.22C > 214C > 5B > 5C > j.C > j.2C > dj.C > j.2C > j.214A > j.236236C+D 4002 +12 SP 75 OMB for weak confirms
2A > 5C > 5B > 236236C+D > 66 2C > 2D > j.22C > 214A > 214214A 4236 +8 SP 125 Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j.22C.
9 j.D > j.214A > j.236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > 9 dj.C > j.2B 4250 +11 SP 75 Crossup mixup. Can also use OMB or SB version instead of j.236236C. Values listed for 9 j.D > j.214A > j.236236C+D version

Fatal Counter

Combo Damage SP Gain SP Cost Notes
j.2B > j.214A > 5C > j.2C > j.22D > j.22C > 214C > 2B(4) > j.2C > 9 dj.C > j.2B 2592 (4092) +36 SP 0 Corner only
j.2B > 5A > 5C > j.2C > j.22D > j.22C > 214C 1968 +24 SP 0 Fatal Counter j.2B on airborne opponents (causes ground bounce)
2C > hop cancel j.22C > 214D > 2A > 5C > 214C+D > 2B(4) > j.2C > j.22D > 214C > 2A > 5C > j.B > j.C > j.214B 4997 +22 SP 25 25 meter 2C fatal in the corner

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 Margaret