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==Combo Theory (WIP)== | ==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. | * 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. | ||
* Hassou Tobi damage values are {{clr|4|highlighted in red}}: Hassou Tobi alone / A/B Power Slash modifier / SB Power Slash modifier | * Hassou Tobi damage values are {{clr|4|highlighted in red}}: Hassou Tobi alone / A/B Power Slash modifier / SB Power Slash modifier | ||
* {{clr|4|Moves highlighted in red}} indicate a point where Hassou Tobi is | * {{clr|4|Moves highlighted in red}} indicate a point where Hassou Tobi can be inserted | ||
* j2B ender specifically requires SB Hassou Tobi | |||
* SB Hassou Tobi is suggested for 214C > 2B/5B for consistency | |||
* Unless noted otherwise, A Hassou Tobi is the version used | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C|| Damage ||Gain ||Cost ||Way to squeeze damage from the 2A bnb for 50 meter | |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 > {{clr|4|j2B}} || Damage {{clr|4|(Damage)}} || Gain || 50/125 || In the corner, do 2D after 236236C and jC j2C after 2B. 214A can combo after 2AB. | |214A > 236236C > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > {{clr|4|j2B}} || Damage {{clr|4|(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. | ||
|- | |- | ||
|} | |} | ||
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! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ||
|- | |- | ||
|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 | ||
|- | |- | ||
|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 | ||
|- | |- | ||
|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 | ||
|- | |- | ||
|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. | ||
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| 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > 214214AB || Damage {{clr|4|(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 > 214214AB || Damage {{clr|4|(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 > {{clr|4|j236236CD}} (2C > 2D > 214D without Hassou)|| Damage {{clr|4|(Damage)}}|| Gain || Cost || Corner only. 236236CD cannot be too deep in the corner. Time 214214A during their falling animation. | | 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j2C > {{clr|4|j236236CD}} (2C > 2D > 214D without Hassou)|| Damage {{clr|4|(Damage)}}|| Gain || Cost || Corner only. 236236CD cannot be too deep in the corner in order for it to launch them. 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 | | 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 | ||
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Improvised Routes: | Improvised Routes: | ||
* j22C > 2C > Hassou Tobi | * j22C > 2C > Hassou Tobi is a way to make burst safe finishers following 2D | ||
* CH 5C route into > 2B(1) > jC > j2C > djC > j214AB > 214214A or 236236A in the corner | * CH 5C route into > 2B(1) > jC > j2C > djC > j214AB > 214214A or 236236A in the corner. The super will appear beneath the location of j214AB. | ||
* j214AB > 214A in the corner or j214AB > 5C midscreen way to add 4 hits to reach Hassou Tobi. j214AB lasts long enough to confirm your hit count. | |||
==Navigation== | ==Navigation== | ||
{{#lst:P4AU/Margaret/Data|Links}} | {{#lst:P4AU/Margaret/Data|Links}} | ||
{{Navbar-P4AU}} | {{Navbar-P4AU}} |
Revision as of 18:09, 3 August 2021
Combo Notation Guide | |||||||||
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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.
- 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 can be inserted
- j2B ender specifically requires SB Hassou Tobi
- SB Hassou Tobi is suggested for 214C > 2B/5B for consistency
- Unless noted otherwise, A Hassou Tobi is the version used
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. |
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 |
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
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 in order for it to launch them. 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 |
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.
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 |
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 is a way to make burst safe finishers following 2D
- CH 5C route into > 2B(1) > jC > j2C > djC > j214AB > 214214A or 236236A in the corner. The super will appear beneath the location of j214AB.
- j214AB > 214A in the corner or j214AB > 5C midscreen way to add 4 hits to reach Hassou Tobi. j214AB lasts long enough to confirm your hit count.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data