P4AU/Margaret/Combos: Difference between revisions

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Revision as of 21:14, 8 July 2018

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Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D 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.


Midscreen

Note: Without a counterhit, most meterless confirms are simply gatlings strung together to end into 214A to gain hard knockdown. Most combos can be preceded with a jump-in.

2A > 5C > 5B > 5AAAAA > 214A (allow 5B to travel as close as possible before autocombo, all 5 hits should connect before 214A)
5B > 5A > 5B > 5C > 214A
5B > 5A > 2A > 5C > 5B > 214A
5B > 5AAAAA > 236D > 66 5C > j.2C > j.2C > j.214B (5B must be point blank and 236D must be cancelled on the 5th hit of autocombo)
5D > 2B(4) > j.2C jc > j.B > j.C > j.214B
[Crouch] 2A > 5C > 5B > 236D > 66 5C > j.2C > j.2C > j.214B
[Crouch] 5B > 5A > 5B > 5C > 236D > 66 5C > j.2C > j.2C > j.214B
Airthrow > falling j.C > 5C > j.2C > j.214B

Meter:
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > neutral jump cancel > j.C > j.2B

Corner

2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B
2A > 5C > 5B > 5AAAAA > 236D > 214A
(j.B > j.C >) j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B
5D > 5A > 5C > j.2C jc > j.2C > j.214B
Throw > 2A > 2B(4) > j.C > j.2C > j.214B

Anti-Air / Air-to-Air

2B(4) > j.2C jc > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.D > j.214B
CH j.C > land > (5A) > 5C > j.2C jc > j.B > delay j.C > j.D > j.236CD > land > 2D > j.22C > 214D

Counterhit

Note: There are a number of ways players perform the following combo based on preference.

  • j.22C requires a late airdash or a running start after 2D midscreen.
  • 214C needs to be close and hit as high as possible in order to OTG afterwards.

There are also multiple ways to OTG after 214C:

  • 2B(1) - largest OTG range (easiest)
  • 5B - must be done closer but more damage (except if 5B is the starter)
  • 2B(1) > 5B - requires superjump j.B after 5C for the max damage route

CH 5A / 5B / 2B(1) / 5C > 2C > 2D > j.22C > 66 214C > 2B(1) > 5C > j.2C > jc > j.B > delay j.C > j.D > j.214B

Hassou Tobi

Note: A combo must be a multiple of 8 before cancelling into Hassou Tobi in order to maximize damage. Most Hassou Tobi combos are very freeform and allow you to modify the required number of hits. The following examples have parentheses demonstrating the number of hits before Hassou Tobi.

(Damage values to be added later)

Midscreen
CH 5A/2A/5B/2B(1)/5C > 2C > 2D > j.22C > 214C > 2B (8) > 214214A [50 meter required]
236236CD > 66 2C (16) > 214214A [125 meter required]

Corner

2A > 5C > 5B > 5AAAAA > 236D > 214A (24) > 214214A [50 meter required]

One More! Burst

Any 2 hits > OMB > 2C > 2D > j.22C (8) > (236236AB) > 214214A [50 meter minimum / 125 meter for maximum damage]




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