AchedSphinx Posted September 25, 2014 Posted September 25, 2014 2A > 2B (1) > 5C > 5B > 5AAAA > 214A/B, maybe? I think her best ender is 214A but it's not so good as a corner carry. I'm thinking she's going to be similar to Mitsuru for midscreen damage. Her OMC combos are fairly strong midscreen. Need crouching confirm though. Here's some random combos that max out Hassou Tobi 5AAAAA > 214214A = 3382 damage 236D > 5C > 214214AB = 4654 damage [CH] 5A > 2C > 2D > 214C > 2B(1) > 5C > 214214AB = 4622 damage These all work midscreen. I think she can go aerial with her combos and still net a max Hassou Tobi, I just haven't figured it out yet lol.
Zouf Posted September 25, 2014 Posted September 25, 2014 CH 2A > 2C > 2D > air dash j.22C > dash 214C > 2B > 5C > j.C > j.2C > dj.C > j.214AB > 214A > 214214A = 5300 damage from midscreen to corner Starting from CH 5C increase damage by 1100. Great punish combo and not too hard to do.
AchedSphinx Posted September 25, 2014 Posted September 25, 2014 CH 2A > 2C > 2D > air dash j.22C > dash 214C > 2B > 5C > j.C > j.2C > dj.C > j.214AB > 214A > 214214A = 5300 damage from midscreen to corner Starting from CH 5C increase damage by 1100. Great punish combo and not too hard to do. Yeah, her punishes are looking pretty strong. Since her 5A has such range she can use to bait throws like I do with Mitsuru sometimes. Also, that 214A was a pretty sweet find. I didn't like using the 25 extra meter to make Hassou land.
ThatHiroGuy Posted September 25, 2014 Posted September 25, 2014 Found something that just might be good! Someone testing it would be nice! So 2B. You can, as everyone's already seen, cancel it into a few other things. However, if you time it just right, you can get her airborne AND cancel into person specials mid-air (before other hits of 2B even come out). So far I've not found big uses for it, but I'm sure people can find something. I can cancel into Yoshitsune specials, C-C specials, but I don't know what to do after them. It seems like you can NOT anti-air this, as it'll catch you mashing. You can DP it, but if someone's mashing, it probably won't come out, depending on the special you use. You have to time the DP for it to come out. j.214A seems to be like the best one to use, since it doesn't give much time for them to do anything. It also seems as if it's positive when you land from this, allowing you to go for a nasty 5A, or just block. Cool note, too... When you do j.214A (through this method I explained), when you hit the ground, you can do any of the other Persona switches, and they'll be on the other side of the opponent. Edit: Depends on how close you are, for that last part. All of this would be nice if it had uses, since you can tag an opponent with 5A (even if they block it), and then go for a 5B>2B to start everything off.
Mooglebane Posted September 25, 2014 Author Posted September 25, 2014 This looks like a decent IAD approach: jB > jC > jD. The jD comes out very low to the ground and they all combo together as well, and jD has really low recovery when you do it that low. You can also do hop > jD over and over pretty quick, or 5C > hop > jD.
ThatHiroGuy Posted September 25, 2014 Posted September 25, 2014 This looks like a decent IAD approach: jB > jC > jD. The jD comes out very low to the ground and they all combo together as well, and jD has really low recovery when you do it that low. You can also do hop > jD over and over pretty quick, or 5C > hop > jD. Yeah I was fiddling with that around the time you posted this. I'm finding some NASTY pressure options now. Edit- Yoshitsune comes from wherever Ardha is in the sky after j.D/j.2D if you land and do 2C. The thing that's GREAT about this, is that when you do what Moogle was talking about (do a j.C->j.D really close to the ground) Yoshitsune comes out a lot faster than the normal 2C, and it makes it almost impossible (I'm gonna go ahead and say it flat out IS impossible) to punish him. Not that it's overhead or anything special.
chemical ninja Posted September 25, 2014 Posted September 25, 2014 To add on ending a combo in j.2c, when they airtech the j.2c you can do j.22c before landing and from there it delays your landing so before you land you can do land j.c, j.d.as a pressure string or if you didnt use another jump late airdash, or just land ive only tested this in corner I dont know how useful it is but figured I post it.
AchedSphinx Posted September 25, 2014 Posted September 25, 2014 IAD > j.C > j.D is plus from what I can tell. 2B cancels into j.D and j.2D. Useful because j.2D stops Margaret's momentum and launches her back a bit, making it difficult to anti-air her. Plus she still has an air option.
ThatHiroGuy Posted September 25, 2014 Posted September 25, 2014 IAD > j.C > j.D is plus from what I can tell. 2B cancels into j.D and j.2D. Useful because j.2D stops Margaret's momentum and launches her back a bit, making it difficult to anti-air her. Plus she still has an air option. Try this, and tell me how much you think you'll lose when you do it- IAD> j.C>j.D>sweep>214C. You have to make it so close to the ground that it's plus, by the way. I think you know the timing from what it sounds like. Tell me how you like that mixup . Darnit! Another edit. If you do that, sometimes you'll also get a HELLA ambiguous crossup with j.C and the j.D will crossup. The following parts I told you only get better with that being said.
Joj05 Posted September 25, 2014 Posted September 25, 2014 Hey guys, transcribing combos from videos as they show up/I see them lol... https://docs.google.com/document/d/12IIynA99Y4Tbd4DRlInNgIdrjCstjkvzPbC_LwiGwkY/edit?usp=sharing Edit, please feel free to edit anything, and if my notations are off I apologize. Also feel free to add in any combos you might have seen/trying out, I think it's set to open edit.
AchedSphinx Posted September 25, 2014 Posted September 25, 2014 Interesting set-up, sorta gimmick. CH j.C > 2C > 2D > 214C > 2B > delay j.22D. That creates an AUB. If they tech away they'll be right within the grab's range. Only works midscreen to corner. Here's another max Hassou combo that works with that AUB gimmick. 2D > 214C > 2B > j.C > j.2C > jc > j.C > j.2C > j.214AB > land > 214A > 214214A = 5162 damage.
ThatHiroGuy Posted September 25, 2014 Posted September 25, 2014 Super Jump> Down C (in rapid succession) gives you the 22C Yoshitsune attack. It KEEPS your momentum though, so you can do things to follow it up in the air! It's a great way to get your Personae to the opposite side of the screen quickly, if you want to actually use it to gain ground, instead.
Buttface Posted September 26, 2014 Posted September 26, 2014 Another max HT combo for the corner 5AAAAA>236CD>2C>5B>214A>214214A [4097]
Dopples Posted September 26, 2014 Posted September 26, 2014 CH 2A > 2C > 2D > air dash j.22C > dash 214C > 2B > 5C > j.C > j.2C > dj.C > j.214AB > 214A > 214214A = 5300 damage from midscreen to corner Starting from CH 5C increase damage by 1100. Great punish combo and not too hard to do. I'm having issues getting the 2B after 214C. Any tips, or do I just need to get the timing down?
OmegaDivider Posted September 26, 2014 Posted September 26, 2014 Marg can grab both kinds of bursts, but it is techablehttps://www.youtube.com/watch?v=fU8Ya3ChLkA&feature=youtu.be Interesting :p
Klaige Posted September 26, 2014 Posted September 26, 2014 I'm having issues getting the 2B after 214C. Any tips, or do I just need to get the timing down? You want the 214C to hit at almost maximum height so you have time to recover and then pick up with 2B. I've actually found that punish combo is much easier to do by doing a dash jump and doing J.22C as you are falling as opposed to IAD J.22C, makes the spacing a lot simpler imo but it's all about what you are more comfortable with.
uberdeluxe Posted September 26, 2014 Posted September 26, 2014 something fun: a neat corner punish starter might be 2C 214214B. You can combo off of it using either (delayed)sj j.B j.214B j.C 2B or sj j.B j.214B j.B j.214AB. They both bring you back to the ground nicely. I haven't experimented with what to do after that, but it's a cool starter. I haven't seen anyone post about it anywhere so I thought I'd share
ThatHiroGuy Posted September 26, 2014 Posted September 26, 2014 Ooh boy. Started playing her in player matches a little bit just to get a bit of a feel for her in an actual match. This isn't me saying I think I know anything definitively, just questioning how this may work, but... it's sort of hard to keep people locked down with her. She definitely has a ton of options at her disposal, but a lot of her ground game is strictly horizontal, with very little vertical added in. Basically, if someone IAD's you and you're doing a normal, or even a Persona attack, they might jump over it entirely, or blow you up for trying. Especially true if they block any of your attacks and get in on you. I want to believe that she's more effective at mid-long range than close up, but it's just sort of weird how that plays out in an actual match. Probably need to play more. That being said, when she IS close up, I feel like she's actually really scary. Whenever I've gotten in, people really do struggle blocking. Probably due to her being new, but still. If it only gets better from here, then it'll be quite a struggle blocking her. In terms of her air game, one would think it's awesome, but I'm not sure that's where her strength lies. It's pretty easy to hit her out of j.B, even as an IAD. Unless you're someone like Akihiko or maybe Kanji, you can air to air it pretty easily, or anti-air, or DP it. Other than that, I'm not sure how you can actually approach in the air with her. She's got good moves to play defensively in the air, it seems, but nothing for approach. I guess the simplest way to explain it is... I feel like there's ways I should be forcing my opponent to respect my pressure/ presence, and I should exert dominance at certain spacing, but it's hard to actually achieve it, even if I know the move to use and when to use it. Just some thoughts to ramble. If anyone wants to chime in on their experience and if they felt similarly, it could only help :3!
So-Called-Chaos Posted September 26, 2014 Posted September 26, 2014 She is pretty weird lol I'm still struggling to learn her granted that it's still day 2. her normals and gatlings have great range but don't link like other characters, she doesn't have things like 2A>2A>5A and such, she feels like a mix between Ken and Mitsuru in terms of normals having unusual cancels but good range
Buttface Posted September 26, 2014 Posted September 26, 2014 you can position her persona to make Yoshitsune appear from a different location for Hassou Tobi with things like 2C or 214AB. No idea what the use is, but it's neat
Zouf Posted September 26, 2014 Posted September 26, 2014 I was playing against Sho (CPU) and I pressed 5D during his dashing super. My persona stopped him (absorbing one hit) and grabbed for a nice FC command throw lol Was pretty funny. Man, having a command grab that has armor is so silly. It will catch many opponents off guard. She also has nasty resets with it. I like it :P
Mooglebane Posted September 26, 2014 Author Posted September 26, 2014 Any tips on CH 5C > 2C > 2D > j22C > 2C? Landing the last 2C is kicking my ass.
So-Called-Chaos Posted September 26, 2014 Posted September 26, 2014 Try IAD after the 2D but not right after it (close to when ardha is going to launch the opponent) and when Margaret is close to the ground around the time the opponent can tech, do the j.22C then as soon as it connects and Margaret lands you can almost immediatly use 2C in quick succession, it's not really that tough once you get the timing of the IAD lol edit: you can also use another 2D after the second 2C but ardha won't freeze the opponent again, so CH 5C>2C>2D> IAD j.22C> 2C>2D did 2969, not bad I say another edit lol: you can use god's hand D version instead of the second 2D for a nice 3288
Zouf Posted September 26, 2014 Posted September 26, 2014 Any tips on CH 5C > 2C > 2D > j22C > 2C? Landing the last 2C is kicking my ass. I'd say to omit the 2C and go for God Hand > 2B link instead ? I dunno, J.22C > 2C link looks quite randomish to me, for a little reward. I won't use it unless i'm feeling super confident, which I don't really atm lol
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