P4U2R/Margaret/Combos: Difference between revisions

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| Any 2 hits > OMB > 2C > 2D > j22C > {{clr|4|214214A}}|| {{clr|4|3997, 4429, 4774}} || +7 SP || 50/125/150 || Listed values for jB jC OMB.  
| Any 2 hits > OMB > 2C > 2D > j22C > {{clr|4|214214A}}|| {{clr|4|3997, 4429, 4774}} || +7 SP || 50/125/150 || Listed values for jB jC OMB.  
|-
|-
| 2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD|| Damage || + || - || doesn't work in 2.5
| 2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > 5C > jC > j2C > djC > j2C > j214A > j236236CD|| 4002 || +12 SP || 75 || OMB for weak confirms
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|-
| 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > {{clr|4|214214A}} || 4236 || +8 SP || 125 || Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C.
| 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > {{clr|4|214214A}} || 4236 || +8 SP || 125 || Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C.

Revision as of 01:09, 22 March 2022

File:P4U2.5 Margaret Icon.png Margaret



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

  • 2C will connect after counterhit buttons (5A, 5B, 2B(1), 5C), 236CD in the corner, 236D OMC, or 236236C/D.
  • Directly combo into 2D in situations where 2C may move out of place: j.236236CD combos or 236236C directly in the corner.
  • 236D will combo after 5B or 5C if they are hit in crouching state. 236D combos after 5A x 5 on standing opponents or 5B/5C during a Fatal Counter combo.
  • Grounded combos midscreen should end with 214A. If you need to extend the combo for more damage, use 236236C or CD before or after the point you would use 214A.
  • Fatal Counter allows j.22D extensions to be possible after j.2C if they are airborne. 5C > 2D mid-combo is also possible.
  • Fatal Counter allows more than 1 God Hand in a combo as long as they are different versions.

Hassou Tobi

  • Hassou Tobi damage values are highlighted in red with the following values in order:
    • Hassou Tobi alone (1500 extra damage)
    • A/B Power Slash modifier (375 extra damage)
    • SB Power Slash modifier (675 extra damage)
  • Moves with / HT indicate a point where Hassou Tobi can be inserted
  • Power Slash modifier is mostly used to secure wins or initiate a major comeback where the next hit should win.
  • Unless noted otherwise, A Hassou Tobi is the version used.

Common points that add a large number of hits or can lead into Hassou Tobi within 1-3 hits:

  • 2D (3 hits): IAD forward > land > Hassou Tobi midscreen. In the corner, time Hassou Tobi as the ice starts descending
  • j.D > j.214B (3 hits): land > SB Hassou Tobi midscreen, land > 214A in the corner
  • j.22C (1 hit): 2C, 214A or 214B(1), 214C > 2B(1). 214CD > SB Hassou Tobi.
  • j.214AB (3 hit ender): Land > Hassou Tobi with the opponent in the corner/SB Hassou Tobi if midscreen, 214A in the corner
  • 236D (15 hits): 5C > SB Hassou Tobi midscreen, 214A in the corner
  • (j.)236236CD (15 hit ender): Land > Hassou Tobi, 2C (wait until the previous persona disappears)
  • j.2B ender requires SB Hassou Tobi
  • After 214C > 2B/5B (1), SB Hassou Tobi is preferred. In the corner, A Hassou Tobi is possible if hitstun decay allows.

Most combos listed with a 2A starter are also possible from most aerial starters, 5B, and 5C. If you intend to replicate a Hassou Tobi route, you may need to omit or add moves.

214A/B routing

Combo Damage SP Gain SP Cost Notes/Purpose
2A > 5C > 5B > 5A x 5 > 214A 1550 +17 SP 0 Primary grounded midscreen route with okizeme followup
2A > 5C > 5B > 5A x 5 > 236D > 214A / [66 > 5C > HT] 1849 (3349, 3724, 4024) +22 SP 0 / 50 / 100 / 125 Corner only. Hassou Tobi route requires a microdash 5C to make it 24 hits.
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C> 9 j.C > j.2B / HT 3547 (5047) +2 SP 50/125 In the corner, do 2D after 236236C and j.C j.2C after 2B. 214A can also combo after 2AB as a starter.

j.214B ender routes

Combo Damage SP Gain SP Cost Notes
2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B 1948 +23 SP 0 Corner only. Can backdash or double jump for varied okizeme options
5D > 2B(4) > j.C > j.2C > j.214B 2291 +16 SP 0 non counter-hit 5D route that can be done anywhere on screen
Anti-air 2B(1) > 5C > j.B > j.C > dj.B > j.C > j.D > j.214B 2069 +19 SP 0 2B(1) Anti-air
Anti-air 2B(4) > j.2C > dj.B > j.C > j.D > j.214B 2107 +16 SP 0 Can extend into 2A > 5C > j.B > j.C > 8 dj.C > j.2B / HT if you reach the corner
Anti-air 5B > 5A > 5B > 5C > sj.B > j.C > j.D > j.214B 2120 Example Example For situations where the opponent is airborne and low to the ground such as backdashes
Throw > 2A > 5C > sj.B > j.C > j.2C > j.214B 2127 +17 SP 0 Works as long as throw reaches the corner. Can also use 2B(1) or 5B instead of 2A.
j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B 1603 +17 SP 0 Corner only. Use to convert instant overhead/double overhead mixups from j,2B

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 > dj.B > j.C > j.D > j.214B 214A > 214214A 4277 (5777, 6152, 6452) +42 SP 50 *Values listed for 5C. Opponent must be in corner for 214A > Hassou Tobi.

Can substitute 5A 5C after 5B for a midscreen Hassou Tobi route

CH 5C > 2C > 2D > 5D > 5A > 5C > jC > j2C > djC > j2C > j214AB > 214214A 3648 (5148, 5523, 5823) +32 SP 75 Burst safe option. Opponent must be in the corner after 2D for 5D to connect.
CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B 2874 +31 SP 0 Strong option to punish/counterpoke specifically with 5A
CH j2C > j22C > j22D > 2C > 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j.214B > 214A 4118 (5618, 5993, 6293) +42 SP 0 Advanced throw whiff punish
Throw > 236236C or D > 2D > j22C > 214C > 2B(4) > j2C > 9jC > j.2B > 214214AB 3124 (4624) +2 SP 125 Corner only.
Throw > 236236CD > 2C > 2D > j.22C > 2C > 214B(1) 214214A 4260 +1 SP 125 Can start from any position except point blank in the corner.
236236A/B > OMC > 2C > 2D > j22C > 214B(1) > 214214A 4385 (4745 CH) +1 SP 150 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.
  • 2B 5C > sj.B j.C j.D > j214B is an alternative OTG route after 214C
  • Timing cues for landing j22C after 2D:
    • jump up > optional whiff jA/airthrow > airdash j22C
    • run > dash jump forward > falling j22C
    • microdash > IAD > j22C

236D routing

Combo Damage SP Gain SP Cost Notes/Purpose
2A > 5C > 5B > 236D > 66 5C > j.2C > dj.2C > j.214B 2185 +33 SP 0 Crouching only. Fullscreen knockdown with the persona left active above the opponent
2A > 5C > 5B > 5A x 5> 236D > 66 5C > 214214AB 3330 +31 SP 75 Midscreen/corner SB Hassou Tobi specific route from BNB for only 75 meter
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j.2C > j.236236CD / HT > 2C > 2D > j.22C > 214D 3658 (4742) +25 SP 75/125 Corner only. 236236CD cannot be too deep in the corner in order for it to launch them. You can jump forward or backward with j.2C to have the necessary spacing. Time 214214A during their falling animation.
2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j.22C / HT > 214C 2537(3838) +12 SP 50 Crouching only. You can walk backwards during OMC in the corner for burst safe spacing. You need to walk forward or dash during OMC to connect 2C midscreen.

236CD routing

Combo Damage (Hassou) SP Gain SP Cost Notes
2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B 3416 (5216, 5486) +11 SP 25/100 Corner only.
CH jC > 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 2B(4) > j.2C > 9 dj.C > j.2B 3578(4735) +17 SP 25/75 Opponent must be CH in the air and low to the ground
5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B 4149 +16 SP 25 Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner.

OMB & 236236CD Routing

Combo Damage SP Gain SP Cost Notes
Any 2 hits > OMB > 2C > 2D > j22C > 214214A 3997, 4429, 4774 +7 SP 50/125/150 Listed values for jB jC OMB.
2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > 5C > jC > j2C > djC > j2C > j214A > j236236CD 4002 +12 SP 75 OMB for weak confirms
2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > 214214A 4236 +8 SP 125 Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C.
9 jD > j214A > j.236236C > 2C > 2D > j22C > 214C > 2B(4) > j.2C > 9 dj.C > j.2B 4250 +11 SP 75 Crossup mixup. Can also use OMB or SB version instead of j.236236C. Values listed for 9jD > j214A > j.236236CD version

Fatal Counter

Combo Damage SP Gain SP Cost Notes
j.2B > j.214A > 5C > j.2C > j.22D > j.22C > 214C > 2B(4) > j2C > 9 dj.C > j.2B 2592(4092) +36 SP 0 Corner only
j.2B > 5A > 5C > j2C > j22D > j22C > 214C 1968 +24 SP 0 Fatal Counter j2B on airborne opponents (causes groundbounce)
2C > hop cancel j22C > 214D > 2A > 5C > 214CD > 2B(4) > j2C > j22D > 214C > 2A > 5C > jB > jC > j214B 4997 +22 SP 25 25 meter 2C fatal in the corner

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File:P4U2.5 Margaret Icon.png Margaret