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Inahk

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    Inahkz

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  1. For the first one, yeah, there are lots of different air chains you can do, but it depends on height, which is related to the second one. In theory, assuming you know which side you'll be on, and get a very low hit, you can actually do: 2B(4), j.C, j.2C, jc, j.B, j.C, j.D, j.214B [2246] I'll edit it though to show the various options. For the second, you can remove one of the two normals after the first jump cancel to ensure the j.214AB wont whiff. You have to get them quite low to do both. For the last one, I personally don't use this combo, its very difficult. I have seen Tahichi use it and Lord Knight demonstrated it on one of his streams. Try doing it in the corner if you want to see it work, its a lot easier there. And yes I apparently cut off the ender somehow. Edit: okay, fixed it. 2B(4), j.2C, jc, j.B, j.C, j.D, j.236CD, 2D, j.22C, 214C, 2B(4), j.2C, jc, j.C, j.2C, j.214AB [4213, 50 Meter] Much like with the combos that end in a j.214B with Margaret almost touching the ground, the same is done here, she has to be extremely low when you do the j.236CD such that she lands, recovers, and can 2D in time to grab them while falling. Very tough to do consistently in matches with the variable height of anti airs, since they need to stay as low as possible as well. https://www.youtube.com/watch?v=51KAV8CO7UY&feature=player_detailpage#t=198 here is a video of Tahichi using the same route off a different starter, right at the timestamp. CH j.C, 5C, j.2C, jc, j.B, j.C, j.D, j.236CD, 2D, etc. Its a lot easier to get the height right off this.
  2. Been on Xrd mostly the last week, but I'll definitely keep playing Persona. Got some new stuff to practice. Are there 8 people that can beat you in a ft5 though? Unless people that don't regularly play online come out of hiding. Also nobody can spell my name apparently.
  3. For the first two, let your 5B travel as far as possible before you 5A to get closer to the target. For the last one, I may have left CH on by accident and was getting an extra 50 damage on the 5B starter. Oops! I'll edit it.
  4. Good stuff Will, definitely useful for beginners. I will point out that this: 5B 5A 5B 5C ~ delay 5B is exceptionally unsafe, and not what I would call a "setup", specially if you are just doing the 5B even if they don't roll. Letting your -18 5C recover and then doing a 10f startup 5B (28f gap), you are asking for trouble. At least react. I'd prefer to just cancel to 236C for the pushback and slightly less frame disadvantage, true blockstring, and then react to whatever they try. Her dash cancels off 5C and 5A are also both quite negative, though 5A to a lesser extent. I use dash cancel throw quite sparingly, and its mostly works off the threat reinforced by the other options that discourage the opponent from mashing, like 2C, 236D, Hop Cancel j.C and 5D, but if they press almost anything its going to catch you out of a dash cancel. Generally when it comes to rolls, I think its fine to just reset to neutral if you can, since that is where Margaret excels. Ending strings early and reacting to them. Get them to respect the 4.5k+ roll punish before you starting trying God Hands and stuff. Oh also, 5C > Sweep, if they roll the gap after 5C, you can actually recover and throw punish their roll. This is the lowest risk lowest reward roll punish I think.
  5. Midscreen you can use jump over air turn crossup j.C on some DP's. If you do it early enough they will have their DP face the wrong way, or be put into blockstun before their character could autocorrect to the right side if they try and delay it. I don't know of anything for them in the corner, though some of the counters can be triggered with Persona attacks without Margaret being hit. Gotta do things on a character by character basis, nothing is universal.
  6. I'm not sure if its possible to have it be 100% burst safe midscreen, as you jump forward to follow the opponent with the air series, you get closer before pushing them back with the next normal, so they can burst at those points and barely reach Margaret. If it is, the spacing is incredibly precise. For the corner spacing, pick the boss stage, the altar with the statues in the background. Push the screen to the corner, then stand on top of the third statue from the corner, and don't move from that spot after the j.22C, neutral jumps only.
  7. More updates, did some more research into why hits of 236D sometimes whiff when pushed against the edge of the screen, (Its quite different from 236CD, and not character specific), and added a much more detailed description of it relating to the "Full Screen 2C" combos. I'm using these a lot, mixing up 2C with 5D and Sweep off far knockdowns. If you get a 2C hit, you get 2700 damage and loop back into the same situation, while Margaret isn't even close. [Edit: Forgot to mention, you can use 236D if they delayed tech to pick them up off the ground and tack on some more damage.] Also spent more time trying to find a good Hassou Tobi conversion off of reversal SB Panta Rhei, but couldn't come up with anything except spending your OMB for a slight improvement. Added it to the OMB section anyway. The normal combo off it is great damage anyway. I've weaned myself off the 214B, OMC, 2C, 2D route now, with 214A, 236236C, 2C, 2D totally replacing it, way better once you get that down. Or just spend more on SB's, like using 236CD on standing or j.214AB on anti air/air to air for big extensions and fullscreen knockdowns into the situation mentioned at the start.
  8. Made a few updates, added j.2B combos, non-CH 2C punish combos, 5A anti air combos, Sweep starters and probably some other things I forgot. I'm not sure what to try and look for next. I was trying to see if there was any way to make a Fatal CH 2C do more than the typical CH 5C route, but it doesn't seem like it. Even with the cute stuff you can do with fatal, 2C is too much worse of a starter. I think there might be some ways to add 236CD into some of the other Hassou Tobi combos to improve them slightly, I'll check that at some point.
  9. PSN: Inahkz Country: UK Main: Margaret
  10. This thread has been way too empty, so heres my own combo notes I've compiled and been using. Its biased towards some of the confirm strings I prefer and doesn't include absolutely every variation of every combo, only the ones I think are most optimal, but is still more comprehensive than anything else I've seen. I'm just going to leave the dropbox link because I'm still updating it now and then. Feel free to copy bits and pieces into this thread or anywhere else for your own use. I included Hassou Tobi variations of almost everything, though some of them cost a lot of meter to get there. I didn't bother figuring out minimum meter requirements either, just total quantity spent. I did include some explanations of why/when I would use these combos and of methods for some the tricky parts of some of them. I'm sure there will be at least few things in here not everyone will have seen. Particular credit to Lordknight and Tahichi for a lot of this stuff, and Urichinan and Zouf for their videos. Inahk's Margaret Combo Compilation Let me know if there are any errors or if you come up with any improvements.
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