P4AU/Margaret/Combos: Difference between revisions

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! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose
! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose
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|2B/5B/5C > 2C > 2D > j22C > 66 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B || / / (214A corner only)||Example || Cost||2B 5C > sj.B jC jD > j214B is an alternative pickup/ender route
|CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B || / / (214A corner only)||Example || Cost||2B 5C > sj.B jC jD > j214B is an alternative pickup/ender route
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|5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B || Damage || Gain|| 0 || Strong option to punish/counterpoke specifically with 5A
|CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B || Damage || Gain|| 0 || Strong option to punish/counterpoke specifically with 5A
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|j2C > j22C > j22D > 2C > 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B ||Damage || Example|| 0 || Advanced throw whiff punish
|CH j2C > j22C > j22D > 2C > 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B ||Damage || Example|| 0 || Advanced throw whiff punish
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|Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B ||Damage || Example|| 0 || Corner only. Can dash during OMC to move them to the corner if close enough.
|Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B ||Damage || Example|| 0 || Corner only. Can dash during OMC to move them to the corner if close enough.

Revision as of 16:18, 3 August 2021

Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo Theory (WIP)

  • 236D will combo after 5B or 5C if they are hit in crouching state. The 5th 5A can combo into 236D without needing crouching state.
  • j2B requires SB Hassou Tobi
  • Hassou Tobi damage values are highlighted in red: Hassou Tobi alone / A/B Power Slash modifier / SB Power Slash modifier
  • Moves highlighted in red indicate a point where Hassou Tobi is optional
214A/B routes
Combo Damage SP Gain SP Cost Notes/Purpose
5A > 5B > 5C > 214B Example Gain 0 Can safejump with forward jump jC, also works with 5A > 5C > 5B
2A > 5C > 5B > 5A x 5 > 214A Example Example Example Primary grounded midscreen route with okizeme followup
2A > 5C > 5B > 5A x 5 > 236D > 214A Example (Damage) Example Example Corner only, does not work if jD/j2D precedes combo
2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C Damage Gain Cost Way to squeeze damage from the 2A bnb for 50 meter
214A > 236236C > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B Damage (Damage) Gain 50/125 In the corner, do 2D after 236236C and jC j2C after 2B. 214A can also combo after 2AB as a starter.
j214B ender routes
Combo Damage SP Gain SP Cost Notes
2A > 5C > 5B > 214B > 2B(4) > jC > j2C > j214B Example Example Example Corner only. Can backdash or double jump for varied okizeme options
5D > 2B(4) > j2C > j214B Example Example Example Example
Anti air 2B(1) > 5C > jB > jC > djB > jC > jD > j214B Example Example Example Example
Anti air 2B(4) > j2C > djB > jC > jD > j214B Example Example Example Can extend into 2A > 5C > jB > jC > djC > j2B if you reach the corner
Throw > 2A > 5C > sj.B > jC > j2C > j214B Example Example Example Example
Combos into 2C
Combo Damage SP Gain SP Cost Notes/Purpose
CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j214B / / (214A corner only) Example Cost 2B 5C > sj.B jC jD > j214B is an alternative pickup/ender route
CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B Damage Gain 0 Strong option to punish/counterpoke specifically with 5A
CH j2C > j22C > j22D > 2C > 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j214B Damage Example 0 Advanced throw whiff punish
Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B Damage Example 0 Corner only. Can dash during OMC to move them to the corner if close enough.
236236A/B > OMC > 2C > 2D > j22C > 214A > 214214A Damage Gain 0 Reversal option
236236CD > 2C > 214214A Damage Gain 0 Reversal option
  • 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.
  • Several timing cues for landing j22C after 2D: jump up > optional whiff jA/airthrow > airdash j22C, run > dash jump forward > falling jC, microdash > IAD > j22C
236D routing
Combo Damage SP Gain SP Cost Notes/Purpose
2A > 5C > 5B > 236D > 66 5C > j2C > dj2C > j214B Damage Gain - Crouching only. Fullscreen knockdown with the persona left active above the opponent
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > 214214AB Damage (Damage) Gain 75/125/150 Midscreen SB Hassou Tobi specific route from BNB for only 75 meter
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j2C > j236236CD (2C > 2D > 214D without Hassou) Damage (Damage) Gain Cost Corner only. 236236CD cannot be too deep in the corner. Time 214214A during their falling animation.
2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j22C Damage Gain Cost You can walk backwards during OMC in the corner for burst safe spacing
236CD routing
Combo Damage (Hassou) SP Gain SP Cost Notes
2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B Example Example Example Example
CH jC > 5A > 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C Example Example Example Example
5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B Example Example Example Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner.
  • 236CD wallstick in the corner works on: Narukami, Kanji, Teddie, Rise, Margaret, Marie, Aigis, Akihiko, Ken, Yukari, Elizabeth
  • In order to make 236CD a universal combo option, the move must not be directly in the corner. You will have a visual indication with 236CD pulling them further from the corner before finishing. Doing this also adds an additional hit.
OMB & 236236CD Routing
Combo Damage SP Gain SP Cost Notes
Any 2 hits > OMB > 2C > 2D > j22C > 214214A Example N/A 50 / 125 / 150 Listed values for jB jC OMB.
2A > 5C > 5B > 2B(1) > OMB Damage + - Notes
2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A Example Example Example Example
Example Example Example Example Example
Example Example Example Example Example
Fatal Counter Routes
Combo Damage SP Gain SP Cost Notes
j2B > 2A > 5C > 5B > 236D > 5C > j2C > j22D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B Damage SP gain Cost Corner only
5C > 2C > hop cancel j22C > Damage + - Notes

Improvised Routes:

  • j22C > 2C > Hassou Tobi
  • CH 5C route into > 2B(1) > jC > j2C > djC > j214AB > 214214A or 236236A in the corner

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