Key Neutral Tools
Last updated
Last updated
5A is projectile button that is very good for checking opponents who are in the air from around jump distance away. On hit you get a small conversion into a knockdown and on block you bring the opponent down to the ground and start offense. 5A is also good for sniping whiffed persona moves and can be canceled into another normal afterwards.
2A is an advancing low button that is Margaret’s BnB tool for starting pressure/getting a knockdown. Because it hits low and travels far, this move is very good at stuffing opponents’ grounded approaches via restricting movement (requires a crouchblock, leaving the opponent in a still position)
5B is a 10f advancing normal that is very good for whiff punishment and gluing Margaret to the opponent thanks to rebeat 5A. Similar to 5A, this move has anti-air applications in chasing down opponents low to the ground and also is very good at catching backdashes. When chained directly into 5Ax5, Margaret can get her crouching confirm off a standing opponent by canceling the last hit into 236D.
Aerial version of 5B. Very good button that advances for about the length of an airdash. Like it’s grounded counterpart, j.B is very strong for stuffing escape attempts and also glues Margaret to the opponent on hit or block. j.B > j.C is airtight on block and instant block. These 2 moves make a great pair for getting a stable knockdown or starting up your gameplan.
Margaret’s main anti-air tool. Although it is only air unblockable and head invuln on the first hit, the typhoon of cards boasts a very high vertical hitbox during its latter frames, making it good at hitting opponents very high in the air. This move struggles heavily against disjointed persona jumping normals.
Full screen low with chest invulnerability. Can be delayed by holding AB. Very good at disrupting the opponent from attempting to do virtually any grounded moves at a distance.
Fast for its range. Very good for fishing big counter hits, when placed well can be rebeated into 5B to start pressure or convert into a knockdown. The invuln changes in 2.5 made this a much safer move to use in neutral, however if you are caught in recovery you will be eating a punish.
j.C is a god button for Margaret. Hits high, has a large disjoined hitbox and has huge block/hitstun for starting Margaret’s game. If you are going to do something with an air normal whether it be defensive upbacking or pushing towards a grounded opponent, j.C is gonna be the button to use.
Iceball projectile that freezes the opponent on hit. This move is very good at stuffing an opponent at certain distances. Because the move halts air momentum and keeps Margaret’s air actions available, this is a very low commit option you can use to feel an opponent out in neutral. You can alter the land location of the ice via changing the timing at which you input it during a jump or using displacement. Can be done multiple times if height allows it.