P4AU/Margaret/Combos: Difference between revisions

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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.
* j2B requires SB Hassou Tobi
* 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 optional
*  {{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
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.
  • 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
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 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
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 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.

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