<?xml version="1.0"?>
<rss version="2.0"><channel><title>Margaret Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/315-margaret/</link><description>Margaret Latest Topics</description><language>en</language><item><title>[P4AU] Margaret Video Thread (Updated 10/11/2014)</title><link>https://www.forums.dustloop.com/forums/topic/9573-p4au-margaret-video-thread-updated-10112014/</link><description>

</description><guid isPermaLink="false">9573</guid><pubDate>Wed, 08 Oct 2014 01:41:27 +0000</pubDate></item><item><title>[P4AU] Margaret Wiki Discussion</title><link>https://www.forums.dustloop.com/forums/topic/10568-p4au-margaret-wiki-discussion/</link><description><![CDATA[
<p>Hi, there's been some talk about improving the wiki and communciation in general. </p>
<p> </p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.dustloop.com/forums/index.php?/topic/10566-p4u2-evo-prep-2015/</a></p>
<p> </p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.dustloop.com/forums/index.php?/topic/10534-p4au-list-of-issues-with-the-wikis-frame-data/</a></p>
<p> </p>
<p>Basically, I'm making this thread to set aside things to contribute/edit in an easily-read format.</p>
<p> </p>
<p><strong>1. Better descriptions on how her moves actually work.  </strong></p>
<p> </p>
<p>We probably have the least information and these descriptions do not work. So we skate by because no one (including me) bothered to set up our frame data speculations or how our normals actually work. [Probably 80% done on this]</p>
<p> </p>
<p>There's frame data that still needs to be added (we have supposed proration values, but things like active frames/advantage/recovery need to be tested)</p>
<p> </p>
<p>2. Screencaps (Urichinan actually provided these awhile ago) [DONE - by PK]</p>
<p> </p>
<p>3. Combos</p>
<ul><li>Easy, but we need to simply show common things like enders/extenders since there's a billion ways to go about them.</li>
<li>Inahk(z) made a pastebin some time ago for basically most confirms with excellent explanations, and we have more experience from tournaments/JP video to know which are optimal.</li>
</ul><p> </p>
<p>More to comment on soon.</p>
]]></description><guid isPermaLink="false">10568</guid><pubDate>Sun, 15 Mar 2015 02:50:24 +0000</pubDate></item><item><title>[P4AU] Margaret Combo Thread</title><link>https://www.forums.dustloop.com/forums/topic/9574-p4au-margaret-combo-thread/</link><description><![CDATA[
<p style="text-align:center;"><img alt="P4U2_Header_Combo_Thread.png" src="http://kurushii.tv/Dustloop/P4U2/Graphics/Margaret/P4U2_Header_Combo_Thread.png"></p><p style="text-align:center;"> </p><p> </p><p>[info=Information]</p><p> </p><ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" rel="external nofollow" href="http://www.dustloop.com/wiki/index.php?title=Notation">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Margaret. Also refrain from using move names and abbreviations.</li><li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li><li>Only the most optimal combos will be listed in this thread.</li></ul><p>[collapse=General Notations Used][table]<br>[tr][td]<strong>&gt;</strong>[/td][td]Gatling/cancel the previous move into the following move.[/td][/tr]<br>[tr][td]<strong>,</strong>[/td][td]Link the previous move into the following move.[/td][/tr]<br>[tr][td]<strong>|&gt;</strong>[/td][td]After landing.[/td][/tr]<br>[tr][td]<strong>j</strong>[/td][td]Jump[/td][/tr]<br>[tr][td]<strong>sj</strong>[/td][td]Super Jump[/td][/tr]<br>[tr][td]<strong>h</strong>[/td][td]Hop[/td][/tr]<br>[tr][td]<strong>hc</strong>[/td][td]Hop Cancel[/td][/tr]<br>[tr][td]<strong>ad</strong>[/td][td]Air Dash[/td][/tr]<br>[tr][td]<strong>iad</strong>[/td][td]Instant Air Dash[/td][/tr]<br>[tr][td]<strong>jc</strong>[/td][td]Jump Cancel[/td][/tr]<br>[tr][td]<strong>sjc</strong>[/td][td]Super Jump Cancel[/td][/tr]<br>[tr][td]<strong>dc</strong>[/td][td]Dash Cancel[/td][/tr]<br>[tr][td]<strong>OMC</strong>[/td][td]One More! Cancel[/td][/tr]<br>[tr][td]<strong>AoA~C</strong>[/td][td]All Out Attack into C ender[/td][/tr]<br>[tr][td]<strong>AoA~D</strong>[/td][td]All Out Attack into D ender[/td][/tr]<br>[tr][td]<strong>CH</strong>[/td][td]Counter Hit[/td][/tr]<br>[tr][td]<strong>FC</strong>[/td][td]Fatal Counter[/td][/tr]<br>[tr][td]<strong>[ ]</strong>[/td][td]Hold Input[/td][/tr]<br>[tr][td]<strong>(N)</strong>[/td][td]Attack must deal N amount of hits.[/td][/tr]<br>[tr][td]<strong>[???] xN</strong>[/td][td]Repeat ??? N amount of times.[/td][/tr][/table][/collapse][collapse=Guide Specific Notations Used]</p><ul class="bbc"><li>Notations in <span style="color:#ff0000;"><strong>red</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li></ul><p>[table]<br>[tr][td]<strong>c.</strong>[/td][td]The attack must be used as close to the opponent as possible.[/td][/tr]<br>[tr][td]<strong>f.</strong>[/td][td]The attack must be used as far away from the opponent as possible.[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[SS]</strong></span>[/td][td]Side Swap combo[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[CO]</strong></span>[/td][td]Crouching Opponent[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[AA]</strong></span>[/td][td]Anti-air or Air-to-Air[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[RP]</strong></span>[/td][td]Roll Punish[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[SD]</strong></span>[/td][td]Shadow Only Combo[/td][/tr]<br>[tr][td]<span style="color:#ff0f00;"><strong>[N%]</strong></span>[/td][td]Player SP % required before combo start.[/td][/tr]<br>[tr][td]<span style="color:#0085cb;"><strong>[N/N%]</strong></span>[/td][td]Damage/SP Gain %[/td][/tr][/table][/collapse][/info]<br><br>[info=Challenge Mode Combos][collapse]<br><strong>Mission #01</strong><br>-<br>[/collapse][/info]</p><p> </p><p><u><strong><span style="font-size:24px;">Combo Theory</span></strong></u></p><ul><li>Margaret's primary goal is to convert hits into a knockdown from any situation where she can enforce her strong pressure game and maintain control of the match until she defeats an opponent outright with counterhit punishes or expending meter.</li><li>Usually these meterless confirms will end with either 214A or j.214B to force knockdown.</li><li>214A commonly leads to safejumps involving IAD j.C to bait the opponent into retaliating.</li><li>j.214B often leads into ranged okizeme situations that safely force the opponent into blockstun.</li><li>In the corner, j.214B also especially leads into backdash j.22C okizeme situations that can repeat themselves when applied properly.</li><li>If Margaret cannot maintain a proper knockdown with either of these moves due to proration or positioning, the combo can also be ended with j.2B or God's Hand (214C/D) when applicable.</li><li>To punish reversals or mash out for counterhits, her goal is to confirm the counterhit into 2C &gt; 2D whenever possible to greatly increase her damage potential.</li></ul><p><strong>Hassou Tobi: </strong></p><ul><li>Hassou Tobi gives fixed damage based on the number of hits landed before connecting with the super.</li><li>No matter what, it will add hits until it finally reaches a multiple of 8.</li><li>For maximum damage, the combo count must already be a multiple of 8 <em><strong>before</strong></em> the super connects. The move will then automatically add hits to the next multiple.</li><li>It is in Margaret's best interest to attempt to kill with this combo with minimal resources as possible while still keeping acceptable damage. Certain combos listed will show possible followups with Hassou Tobi when applicable.</li><li>The damage of Hassou Tobi can be further boosted if inputted during the 4 frame superflash startup of Power Slash.</li><li>It is important to consider the starting number of hits during a confirm as it determines access to Hassou Tobi damage.</li><li>For instance, many confirms start with 2A 5C 5B - j.C can usually be added to allow 4 hits for an optimal combo in addition to being a superior starter.</li></ul><p>For added guidance, these are the following multi-hit moves:</p><ul><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">2B - 1 to 4 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">5AAAAA - 5 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">AOA - 18 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">2D - 3 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">236D - 15 hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">(j)214B - 2 hits,</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">(j)214A+B - 3 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">j236C - 6 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">(j)236CD - 17 Hits, the grounded version hits 16 on "short" hitboxes against the corner</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">236236C or D - 10 Hits</li><li style="margin: 0px; padding: 0px; border: 0px; line-height: 1.428571em;">236236CD - 15 Hits</li></ul><p><u><span style="font-size:24px;"><strong>Midscreen</strong></span></u><br><strong>Normal Starters</strong></p><p>- 2A &gt; 5C &gt; 5B &gt; 5AAAAA &gt; 214A [1605]</p><p>- 5D &gt; 2B(4) &gt; j.2C &gt; jc &gt; j.B &gt; j.C &gt; j.214B</p><p>- [AA] 2B(4) &gt; j.2C &gt; jc &gt; j.B &gt; j.C &gt; j.D &gt; j.214B</p><p>- [AA] 5B &gt; 5A &gt; 5B &gt; 5C &gt; j.2C &gt; j.B &gt; j.C &gt; j.D &gt; j.214B</p><p>- [CO] 2A &gt; 5C &gt; 5B &gt; 236D &gt; 66 5C &gt; j.2C &gt; jc j.2C &gt; j.214B </p><ul><li>236D will combo from either 5C or 5B on crouching, be aware of the persona's positioning if you choose to combo from 5C</li></ul><p>- [CO] 2A &gt; 5C &gt; 5B &gt; 236D &gt; OMC &gt; 66 2C &gt; 2D &gt; j.22C &gt; 66 214C &gt; 2B(4) &gt; j.2C &gt; jc &gt; j.9C &gt; j.2B</p><ul><li>4 hits before 236D makes it possible to link 214214AB ender</li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- 2A &gt; 5C &gt; 5B &gt; 236236CD &gt; 66 2C &gt; 2D &gt; j.22C &gt; 66 214C &gt; 2B(4) &gt; j.2C &gt; jc &gt; j.9C &gt; j.2B [3547 75 meter]</span></p><ul><li><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">4 hits before SB Panta Rhei makes it possible to link 214214AB ender</span></li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- 2A &gt; 5C &gt; 5B &gt; 236236CD &gt; 66 2C &gt; 2D &gt; j.22C &gt; 214A &gt; 214214A</span></p><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- CH 5D &gt; 2C &gt; 2D &gt; j.22C &gt; 214A &gt; 214214A</span></p><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- CH j.C &gt; 5A &gt; 5C &gt; j.2C &gt; j.B &gt; j.C &gt; delay j.D &gt; j.236CD &gt; 2D &gt; j.22C &gt; 214D</span></p><ul><li>Air-to-air punish, the opponent must be close to the ground in order for this sequence to connect properly</li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- 5C &gt; j.2C &gt; j.B &gt; j.C &gt; delay j.D &gt; j.236CD &gt; 2D &gt; j.22C &gt; 214C &gt; 2B(4) &gt; j.2C &gt; jc &gt; j.9C &gt; j.2B</span></p><ul><li><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">Burst punish variant</span></li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- CH 5C &gt; 2C &gt; 2D &gt; j.22C &gt; 214C &gt; 5B &gt; 5C &gt; j.2C &gt; jc &gt; j.B &gt; j.C &gt; j.D &gt; j.214B (&gt; 214A &gt; 214214A)</span></p><ul><li><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">5B can be substituted with 2B </span>to have a larger range to OTG from 214C at the cost of ~200 damage</li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> - CH 5C &gt; 2C &gt; 2D &gt; j.22C &gt; 214C &gt; 5B &gt; 5C &gt; j.C &gt; j.2C &gt; jc &gt; j.C &gt; j.2C &gt; j.214A &gt; j.236236CD &gt; 214D [5664 / 75 meter]</span></p><ul><li>Burst safe modification, match ender without Hassou Tobi</li></ul><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">- FC 5C &gt; 2C &gt; hop j.22C &gt; 66 214D &gt; 5B &gt; 5C &gt; 214CD &gt; 2B(4) &gt; j.2C &gt; j.22D &gt; 214C &gt; 2A &gt; 5C &gt; j.B &gt; j.C &gt; j.214B</span></p><ul><li>2A 5C can be substituted for 5B 5C and ended with 2B(4)&gt;j.214B for easier timing for links</li></ul><p><strong>Skill Starter</strong><br>- 214A &gt; 236236C &gt; 2C &gt; 2D &gt; j.22C &gt; 66 214C &gt; 2B(4) &gt; j.2C &gt; jc j.C &gt; j.2B (214214AB) [4039/5839 50-125 meter]<br><br><strong>System Starter</strong><br>- B+D &gt; j.2C &gt; TK j.214B</p><p>- Air C+D &gt; falling j.C &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j,214B</p><p>- AOA~C &gt; j.B &gt; j.C &gt; j.2D &gt; 5B &gt; 5C &gt; 214A &gt; 214214A</p><ul><li>All 18 hits of AOA are required to end in Hassou Tobi</li></ul><p><strong>SP Skill Starter</strong></p><p>[100% Required] - 236236A &gt; OMC &gt; 2C &gt; 2D &gt; j.22C &gt; 214C &gt; 2B(4) &gt; j.2C &gt; j.9C &gt; j.2B</p><p>[125% Required] - 236236CD &gt; 2C &gt; 214214A</p><p>[150% Required] - 236236A &gt; OMC &gt; 2C &gt; 2D &gt; j.22C &gt; 214A &gt; 214214A</p><p style="line-height: 22.3999996185303px;"><strong>One More! Burst</strong></p><p style="line-height: 22.3999996185303px;"><span style="color: rgb(40, 40, 40); font-family: helvetica, arial, sans-serif;">- 2 Hits &gt; OMB &gt; 2C &gt; 2D &gt; j.22C &gt; (236236AB) &gt; 214214A </span><span style="color: rgb(40, 40, 40); font-family: helvetica, arial, sans-serif;">[Burst - 50-125% Required] </span></p><p style="line-height: 22.3999996185303px;"><span style="color: rgb(40, 40, 40); font-family: helvetica, arial, sans-serif;">- 2A &gt; 5C &gt; 5B &gt; OMB &gt; 66 214C &gt; 2B(4) &gt; j.2C &gt; jc &gt; j.C &gt; j.2B &gt; j.236CD &gt; 2C &gt; 2D &gt; j.22C &gt; 2C &gt; 214B(1) &gt; 236236B </span><span style="color: rgb(40, 40, 40); font-family: helvetica, arial, sans-serif;">[Burst - 75% Required] </span></p><p><span style="font-size:24px;"><u><strong>Near Corner</strong></u></span><br><strong>Normal Starters</strong><br><span style="color:rgb(37,37,37);font-family:sans-serif;">- 2A &gt; 5C &gt; 5B &gt; 214B &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j.214B</span></p><ul><li>To properly connect to 2B link, time it as the sprite is in the falling animation when the 214B launch is finished.</li></ul><p>- [AA] 2B(4) &gt; j.2C &gt; jc&gt; j.B &gt; j.C &gt; j.D &gt; j.214B &gt; 2A &gt; 5C &gt; j.C &gt; dj.C &gt; j.2B</p><p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><span style="color:rgb(37,37,37);font-family:sans-serif;">- 5D &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j.214B </span></p><p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><span style="color:rgb(37,37,37);font-family:sans-serif;">- CH j.2D &gt; 66 j.C &gt; 2A &gt; 5C &gt; 5B &gt; 214B &gt; 2B(4) &gt; j.2C &gt; j.214B</span></p><p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><span style="color:rgb(37,37,37);font-family:sans-serif;">- [CO] 2A &gt; 5C &gt; 5B &gt; 236D &gt; 66 2B(4) &gt; j.C &gt; j.2C &gt; j.214B</span></p><p><strong>Skill Starter</strong><br>- CH 214C/D &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j.214B<br><br><strong>System Starter</strong><br><span style="color:rgb(37,37,37);font-family:sans-serif;">- C+D &gt; 2A &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j.214B</span><br> </p><p><span style="font-size:24px;"><u><strong>Corner</strong></u></span></p><p><br><strong>Normal Starters</strong></p><p>- 2A &gt; 5C &gt; 5B &gt; 5AAAAA &gt; 236D &gt; 214A (&gt;214214A)</p><ul><li>236D can only combo from the 5th hit of autocombo</li><li>For a visual cue, notice the enlarged "sparkle" effect from the 5th hit in comparison to the first 4.</li></ul><div><span style="color:rgb(37,37,37);font-family:sans-serif;">- j.B &gt; j.C &gt; j.2B &gt; j.214A &gt; 2B(4) &gt; j.C &gt; j.2C &gt; j.214B </span></div><div> </div><div><span style="color:rgb(37,37,37);font-family:sans-serif;">- CH 5D &gt; 2C &gt; 2D &gt; j.22C &gt; 214C &gt; 2B(4) &gt; j.2C &gt; dj.C &gt; j.2B</span></div><p>- CH 5C &gt; 2C &gt; 2D &gt; 5D &gt; 5A &gt; 5C &gt; j.C &gt; j.2C &gt; dj.C &gt; j.2C &gt; j.214AB &gt; 214214A</p><p>- 2A &gt; 5C &gt; 5B &gt; 236CD &gt; 2C &gt; 2D &gt; j.22C &gt; 66 214C &gt; 2B(4) &gt; j.2C &gt; dj.C &gt; j.2B &gt;214214AB</p><p>       (Works on  <img alt=":ballAI:" title=":ballAI:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAI.png">  <img alt=":ballAK:" title=":ballAK:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAK.png">  <img alt=":ballEL:" title=":ballEL:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballEL.png">  <img alt=":ballKA2:" title=":ballKA2:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballKA2.png">  <img alt=":ballKE:" title=":ballKE:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ken.png">  <img alt=":ballMG:" title=":ballMG:" src="https://www.forums.dustloop.com/uploads/emoticons/default_margaret.png">  <img alt=":ballMA:" title=":ballMA:" src="https://www.forums.dustloop.com/uploads/emoticons/default_marie.png">  <img alt=":ballRI:" title=":ballRI:" src="https://www.forums.dustloop.com/uploads/emoticons/default_rise.png">  <img alt=":ballTD:" title=":ballTD:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTD.png">  <img alt=":ballYU:" title=":ballYU:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYU.png">  <img alt=":ballYUK:" title=":ballYUK:" src="https://www.forums.dustloop.com/uploads/emoticons/default_BALLYUK.png"> )</p><ul><li>2C will link universally if spaced far enough from the corner to allow all 17 hits of 236CD to connect</li></ul><p>[125% Required] - 5D &gt; 5A &gt; 5C &gt; j.2C &gt; dj.C &gt; j.2C &gt; j.214A &gt; j.236236CD &gt; 2C &gt; 214214A </p><ul><li>Space the 5A far enough in order for SB Panta Rhei to hit all 15 times in the corner.</li></ul><p><strong>System Starter</strong></p><p>CH B+D &gt; j.2C &gt; jc &gt; j.C &gt; j.214AB &gt; 214A &gt; 214214A</p><p><b>One More! Burst </b></p><p><span style="line-height: 22.3999996185303px;">[</span><span style="line-height: 22.3999996185303px;">75% Required] - 2A &gt; 5C &gt; 5B &gt; OMB &gt; 214D &gt; 2B(4) &gt; j.2C &gt; dj.C &gt; j.2B &gt; late j.236CD &gt; 2C &gt; 2D &gt; j.22C &gt; 2C &gt; 214B &gt; 214214A</span></p>
]]></description><guid isPermaLink="false">9574</guid><pubDate>Wed, 08 Oct 2014 02:12:12 +0000</pubDate></item><item><title>[P4AU] Margaret Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/9082-p4au-margaret-gameplay-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Margaret/P4U2_Header_Gameplay_Discussion.png" alt="P4U2_Header_Gameplay_Discussion.png"></p>
<p style="text-align:center;"> </p>
<p> </p>
<p style="text-align:center;">Discuss everything related to Margaret in P4AU here!</p>
]]></description><guid isPermaLink="false">9082</guid><pubDate>Thu, 21 Aug 2014 09:50:44 +0000</pubDate></item><item><title>[P4AU] Margaret Player Critique and Self Improvement thread</title><link>https://www.forums.dustloop.com/forums/topic/9612-p4au-margaret-player-critique-and-self-improvement-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Margaret/P4U2_Header_Critique_Thread.png" alt="P4U2_Header_Critique_Thread.png"></p>
<p style="text-align:center;"> </p>
<p>Need tips and advice on how to improve your playstyle and gameplan with Margaret? Post videos of yourself playing so we can help you right away!</p>
]]></description><guid isPermaLink="false">9612</guid><pubDate>Sun, 12 Oct 2014 06:42:22 +0000</pubDate></item><item><title>[P4AU2] Margaret Changelist</title><link>https://www.forums.dustloop.com/forums/topic/10288-p4au2-margaret-changelist/</link><description><![CDATA[
<p>Now that things seem to be mostly understood, I will post Margaret changes as translated by Xie ( <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://goo.gl/djJCKA</a> )</p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p>5A</p>
<ul><li>Cannot be canceled back into the move it was canceled from</li>
</ul><p>Auto Combo</p>
<ul><li>Increased the hitstun of the 5th hit</li>
<li>Divine Vacuum can no longer come out if holding directional inputs during Auto Combo</li>
</ul><p> </p>
<p>5C</p>
<ul><li>Decreased upper area hitbox size</li>
</ul><p> </p>
<p>j.2C</p>
<ul><li>Reduced lower area hitbox size</li>
</ul><p> </p>
<p>j.2D</p>
<ul><li>Slightly decreased startup time</li>
</ul><p> </p>
<p>Sweep</p>
<ul><li>Can delay the timing of the attack by holding the button down</li>
</ul><p> </p>
<p>All Out Attack</p>
<ul><li>Decreased recovery time</li>
<li>Invincibility now runs out before the attack’s active frames</li>
</ul><p> </p>
<p>Air Throw</p>
<ul><li>Decreased untechable time</li>
</ul><p> </p>
<p>Ultra Suplex</p>
<ul><li>Decreased untechable time on Counter Hit </li>
</ul><p> </p>
<p>C Divine Vacuum</p>
<ul><li>Spear appears from a slightly closer distance</li>
</ul><p> </p>
<p>God Hand (All Versions)</p>
<ul><li>Persona is invincible until the active frames of the attack</li>
</ul><p> </p>
<p>SB God Hand</p>
<ul><li>Reduced recovery time, same frame difference when instant blocked</li>
<li>Shortened the time period where a Persona move cannot be used afterward</li>
</ul><p> </p>
<p>Power Slash (All Versions)</p>
<ul><li>Decreased time length before superflash, no change to total startup time</li>
<li>Increased attack power multiplier when performed quickly in succession</li>
</ul><p> </p>
<p>Panta Rhei (All Versions)</p>
<ul><li>For C and SB Versions, Cuchulainn will attack from where the most recent Persona attack was</li>
</ul><p> </p>
<p>SB Panta Rhei</p>
<ul><li>Decreased startup time</li>
<li>Removed strike invincibility from the ground version, is now only projectile invincible</li>
</ul><p> </p>
<p>Hassou Tobi (All Versions)</p>
<ul><li>Decreased time length before superflash, no change to total startup time aside from B version</li>
</ul><p> </p>
<p>B Hassou Tobi</p>
<ul><li>Decreased startup time</li>
<li>Decreased recovery after hit, now easier to follow up</li>
</ul><p> </p>
<p>Mediarahan (All Versions)</p>
<ul><li>Is now Armor Invincible to all attacks other than throws starting part-way through the move</li>
<li>During the invincibility frames, recovery damage dealt by an opponent and is fully invincible</li>
<li>Reduced total recovery time</li>
<li>Decreased HP healed to self</li>
<li>Recover both player’s Persona cards</li>
</ul><p> </p>
<p>Morning Star</p>
<ul><li>Can no longer be pushed by opponents during the animation</li>
</ul><p>Hurtbox</p>
<ul><li>Sliding hurtbox has been made larger</li>
</ul><p> </p>
<p>Persona Gauge</p>
<ul><li>Persona Gauge recovers slower during Persona Break</li>
</ul><p> </p>
<p>Certain Persona Attacks<span> </span></p>
<ul><li>Persona is now invincible when appearing until active frames for all C Attacks except Jumping 22C, all versions of Divine Vacuum, all aerial versions of Gale Slash.</li>
</ul></div></blockquote>
]]></description><guid isPermaLink="false">10288</guid><pubDate>Wed, 14 Jan 2015 15:09:21 +0000</pubDate></item></channel></rss>
