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General Tactics

Margaret's ideal game plan is to threaten her large buttons in neutral and convert every touch into a blockstring, knockdown, or round-winning combo. She has fast and active screen control tools such as sweep, 236C, and j.D/j.2D that can intercept opponents in their line of fire. Margaret has above average mobility options with 2A, 5B, j.B, and 214A/B to approach and j.2C, j.2D, j.214A/B to stall her aerial trajectory. When Margaret secures a knockdown, her goal is to control their escape options or force mixups that will repeat this situation until she has resources to finish the round.


Starting Pressure

Core blockstrings are generally based on gatlings that can confirm on both hit or block.

The following list is not exhaustive but they share similar concepts. Margaret can customize many of her blockstrings by changing up the button order or omitting buttons.

2A > 5C > 5B > 5A

  • This is the primary confirm done from the 2A low mixup as it easily confirms into a stable 5A autocombo.
  • 5C has a generous delay cancel window where Margaret can wait to see what the opponent does before continuing.
  • 5B has good blockstun and brings Margaret closer to the opponent. The frame advantage is less negative the longer 5B travels before making contact.
  • 5A has many cancel options (dash/special/gatlings), low hitstop useful for a tick throw, and can be staggered by altering the timing of autocombo presses.

2A > 5B > 5C

  • An alternative string that uses the pushback of 5C to space the opponent away.
  • 5C can be slightly delayed to call out mash and the pushback is helpful spacing for dash/hop cancels.

5B > 5A > 2A > 5C > 5B

  • Allows Margaret to save 2A later in the string. This helps open up opponents attempting to stand block at certain timings.

5A > 5C

  • A string that can either push the opponent out and look for Guard Cancel attempts, delay button presses to frame trap, or re-approach with 5B.

2B > 5C > 5B

  • A useful confirm from a 2B mash, has a few niche applications over the notorious 2B > 2C mash option.
  • Certain moves can only be punished by 2B > 5C on hit, specifically against moves that have no counterhit recovery.
  • If they block, 2B > 5C is a decent blockstring.

j.B > j.C

  • The primary air-to-ground option. where Margaret can branch into high-low mixup or using a low-height j.D for extended pressure.


  • Has a minimum height: if Margaret is too low to the ground, j.C might not come out in time.
  • Margaret can intentionally delay j.C to mislead block timings and introduce other options such as throw, 2A, or backdash.

j.D does not have any minimum height restrictions. This allows the fireball to appear very low to the ground and is very advantageous on block.

  • Multiple persona moves such as j.2C or j.214A will appear from j.D's position.
  • This allows for midscreen mixups that are not possible otherwise: instant airdash j.2C > j.2B to crossup or j.2B > j.214A for a full conversion from the instant overhead.

Ending Pressure

  • Eventually Margaret has to choose a way to end her pressure and each ender have their own pros & cons.
  • In most situations, these are where the gaps are for the opponent to contest
  • Margaret has some control on when to introduce these gaps so she can determine if the opponent is waiting for a certain option.

Hop Cancels are used in a way where Margaret can end her turn, call out certain options, or restart her pressure if the opponent respects.

  • Use the blockstun of the previous move to cover their startup. Sweep, 5B, and 2C provide good blockstun for this purpose in increasing order.
  • Hop cancel j.C at a safe distance to discourage slow B+Ds, 2Bs, and sweeps. It is reliably safe on block and whiff.
  • Hop cancel j.D to place a low height fireball that opens up further options such as jumping for positioning or obscured mixups such j.D > land > {{{2}}}.
  • Hop cancels can be stopped by any fast normal that can reach around eye level so do not use them too close or often enough where the opponent can reliably mash out.

Dash Cancels are used when the opponent has been conditioned to respect and not looking for Margaret to re-approach with 5A or 5C. This also reduces their negative frames.

2C is used to both end or extend pressure as it offers large blockstun and gatling options into her other normals.

  • 2C can be displaced like most other persona attacks so it can be used after hop j.D and have a shorter arc than usual.
  • 2C introduces a very large gap where the opponent can easily respond if they're waiting for an obvious opening so be aware of spacing vs reversal options.

Sweep is safe versus Evasive Action and mash attempts when spaced well.

  • Special cancel options allow sweep > 236C as an option to help push opponents away far enough while moving Margaret back.
  • Sweep > 214A > 236236C is a good starter if sweep happens to hit.

God's Hand is a disjointed grounded overhead that can frametrap and call out reflexive downbacking.

  • Negative on block but the pushback can negate some of this downside.
  • 214C+D is now plus on block in 2.5.

5D is a disjointed command grab that looks for the opponent over-respecting or trying to escape in specific ways.

236D is a meterless option that locks the opponent in a large amount of blockstun.

  • This used as an option to move Margaret backwards while pushing the opponent away.
  • It also has a small gap that leaves Margaret vulnerable if they choose to roll or reversal through it but it can catch jumping/mashing attempts.
  • If 236D hits, Margaret can convert meterlessly with 2B or get huge damage with OMC 2C or 2D.
  • After blocking, the opponent should use a fast button to break the persona and then cancel off that hit to move away.

236236C is a giant tornado with a large amount of plus frames that gives Margaret ample opportunity to move.

  • If done correctly, 214A > 236236C is gapless and will combo if 214A hits.
  • The main response to 236236C is Guard Cancel Attack or Guard Cancel Roll on reaction to the superflash.
  • If an opponent knows to Guard Cancel Attack, the main purpose behind using this is to force them to use resources which can be useful against meter-reliant strategies.
  • The tornado moves offscreen so it can be negative if done too close to the corner.


  • The main concept behind Margaret okizeme is that she has enough time and spacing to approach opponent uninterrupted as they tech.
  • Margaret will generally be going for options that look to evaluate the opponent's defense and then punish those choices.
  • Margaret has many visually similar cues where she will jump but then move at the last second or time a persona button where it may or may not become active before landing.
  • Once they respect this, she can overextend for stronger mixup options such as delay airdash j.C, falling 2A, and run up j.2B.
  • Margaret should be cycling between her options and timing cues to keep the opponent from adjusting.

Combo Enders

Margaret's options after a knockdown are mainly influenced by the combo ender:

214A is Margaret's primary grounded ender and leaves her roughly one character space from the opponent.

  • Airturn j.B is used as an ambiguous crossup and also deals well with reversals that travel in one-direction.
  • Rising j.2D stops Margaret's jump trajectory when the iceball then continues in the direction pressed afterwards. She will move backwards if 7 was pressed, she can descend with j.C, and she can also double jump. It is very useful against characters with short-range or buttons too-slow to challenge. If the opponent delay techs for too long, the iceball will OTG and freeze them.
  • 9 j.D > j.214A is a strong crossup that converts into high damage with meter.
  • IAD j.C is a safejump option

214C/D is Margaret's primary grounded ender for airborne opponents or when it successfully hits as an overhead.

  • Most 214A based offense also works well here, the primary difference is that God's Hand offers more variety in spacings and is generally burst-safe.

j.214B is Margaret's primary aerial ender

  • Combo enders are usually centered around j.B > j.C > j.D > j.214B which gives frame advantage on landing or 2B(4) > j.C > j.2C > j.214B which has one air action available
  • Airdash j.2D or Rising j.2D is helpful for midscreen to corner conversions for j.2C > j.214B and j.D > j.214B respectively. This puts Margaret at a low-height to threaten high/low/throw and a safe spacing to check escape options while j.2D is in between her and the opponent in the corner.
  • 214A is commonly used to immediately approach the opponent after fullscreen conversions as they tech.
  • Double jump > whiff airthrow > falling j.B meaty or j.C safejump - Corner only, after 2B(4) > j.C > j.2C > j.214B
  • Air backdash > low j.B - Corner only
  • Airdash j.22C

j.2B is Margaret's alternate aerial ender when j.214B is unavailable or not preferred.

  • Most options that apply to 214A work for j.2B as Margaret is directly next to the opponent.
  • It is very useful in the corner as Margaret can decide the spacing she wants: she can safely move back or jump again.
  • Hop Framekill - j.2B puts Margaret directly on the ground so she can framekill with hop as the opponent techs then use a persona move which may or may not hit the opponent based on timing.

Other confirms that leave the opponent far away and Margaret airborne

  • Sometimes Margaret will confirm in a way where there won't be a strong high/low mixup opportunity but the opponent may not be in a position to challenge
  • These involve routes such as 236D > 5C > j.2C > dj.2C > j.214B, antiair 2B(4) > j.2C > dj.B > j.C > j.214B, or j.C > j.2C > dj.C > j.2C > j.214B where Margaret is stuck higher in the air with no air options.
  • Generally, Margaret is going to be sending a persona move such as j.2D or j.22C in the opponent's general direction to keep them occupied while she repositions.

j.22C Okizeme

Airdash j.22C is a common okizeme tool after j.2C > j.214B enders. It is offers advantageous spacing and blockstun in the corner and has high/low/throw starters that can confirm into this situation again.

  • 2A can re-confirm into this situation and makes a blockstring.
  • IAD j.B or j.C can re-confirm into this situation but is easier to reversal
  • Dash forward > 9 j.C can force this into a fuzzy overhead if the opponent switches from standing to crouching
  • Sweep and 214C have similar startup
  • Be aware of the opponent's adaptations and reversal options, this setup can become risky if Margaret is autopiloting.
  • j.22C immediately after j.214B to catch delay tech and confirm with j.2D or j.22D.
  • Backdash j.22C > 2C for another alternate timing
  • Backdash j.22C is advantageous regardless if the opponent delay techs or blocks so Margaret can use this chance to reposition and be safe to retaliation.

Fighting Margaret

  • Margaret cannot jump cancel or backdash cancel on block, she generally has to stick with her choices without OMC and cannot go for options such as j.2B without greatly overextending
  • Look at how Margaret is structuring blockstrings (ie: early 2A eliminates a choice from the low mixup pool, most persona special moves have long startup and often prone to roll)
  • Be able to challenge 2B(1) > 2C, most fast jabs and far reaching buttons should be able to hit Margaret before 2C comes out. It is negative on both hit and block.
  • 2B as a defensive option has good reward but works better
  • Low-profile 5A and 5C with chest-invulnerable moves like sweep
  • Adjust to Margaret okizeme by altering tech timings and checking if she is overextending/autopiloting
  • Margaret 236C zoning can be challenged by opposing fullscreen supers or chest-invulnerable moves that low profile such as Narukami 214C+D
  • Stay above Margaret's line of sight to avoid 236C & sweep
  • Break 236D on block with a fast jump-cancellable normal
  • Certain mixups/interations are only possible from one situation (low j.D > IAD j.2C crossup). Recognize the situation(s) and risks Margaret is presenting at that moment to avoid overloading your mental stack.