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[P4A] Chie Satonaka - Combo Thread

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Contents

1.) Introduction

2.) Main Combos

2A.)
Mid-screen

2B.)
Corner

3.) Mortal Blow Combos

3A.)
Mid-screen

Info_Bar_c01.png

  • This thread is for posting any and all combos for CHARACTER. This thread will be updated continuously over time so all contributions are welcome. Info will be coming soon!
  • Combo discussion may take place in this thread but I would prefer general gameplay discussion take place in the appropriate thread.


    [table=width: 710, align: center]
    General Notations UsedSpecial Notation Used

    [table=width: 335, class: grid]


    j.Jump
    hj.High Jump
    ad.Air Dash
    iad.Instant Air Dash
    mj.Mini Jump
    dj.Double Jumpjc.Jump Cancel
    hjc.High Jump Cancelji.Jump Install
    dc.Dash Cancelsc.Super Cancel
    CHCounter HitFCFatal Counter
    OMCOne More CancelOMBOne More Burst
    AOA-CAll-Out Attack ending with C finish
    AOA-DAll-Out Attack ending with D finish
    QEQuick EscapeATAir Turn
    { }Whiffed Input[ ]Hold Input
    (N)Attack must deal N amount of hits.
    [???] xNRepeat ??? N amount of times.
    AAAttack is used as an anti-air, hitting an airborne opponent.[/table]


    [table=width: 335, class: grid]
    DM:Damage
    SP:SP Gain
    TextChallenge Mode Combos[/table][/tr][/table]

    Info_Bar_c02.png

    2A.) Mid-screen

    Gives Hard Knockdown; leads into Oki
    • 2A > 5AA > 5B > 2B > 2AB (0%@1043)
    • 5AB-C (FC) > J.D > dash 5B > 5C > 5AB
    • AA 2B > JC > JBB > 8D > 5AB (0%@?)
    • JB (CH) > 5B > 2B > JBB > 8D > 5AB (0%@1976)
    • JBB > 5B > 2B > 2AB (0%@1458)
    • Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > dash 5C > 5B > 5C > 5AB (0%@4740)

    Damage Focus; not necessarily good positioning

    [*]5AB-C (FC) > JD > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (50%@4422)

    [*]AA 2B > JB > JC > 8D > 5B > 2369B (?) > 236A > 214C > 236236D (50%@3878)

    [*]JB (CH) > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@4273)

    [*]Throw OMC > 5C > 236B > 236B > dash 236D (50%@3051)

    [*]Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (0%@3147)

    [*]Throw OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@4416)

    [*]5B > 2B > 236A > 236A OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@5023)

    [*]5B > 2B > 236A > 236B > 236D OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%/Burst@6152, crouching only)

    [*]5B (CH) > 2D > dash 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@5333)

    [*]5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (50%@4216)

    [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (100%@5399)

    [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, must be near corner when starting)

    [*]214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@4980)

    [*]236236C OMC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4898)

    [*]Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > dash 5C > 5B > 5C > 214C > 236236D (50%@6797)

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Info_Bar_c02.png

2B.) Corner

Gives Hard Knockdown; Leads into Oki

  • 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1722)
  • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (0%@3129)
  • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2396)
  • 5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737)
  • 5BD (CH) > 5B > JC > 8D > 5AB (0%@2671)
  • JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545)
  • JBB > 5B > 5C> 2B > 2C > 236B > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@3374, Crouchers only)

    Damage Focus; not necessarily good positioning

    • 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000)
    • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095)
    • 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718, Also works near corner)
    • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4756)
    • 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720)
    • 5BD (CH) > 5B > JC > 8D > 236B > 236B > 214D > 236236D (50%@4722)
    • 214C (FC) > 236236A > Dash 5C > 5B > 5C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432)
    • 214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (100%@5733)
    • 214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (50%@5174)
    • Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[walk back] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (50%@7210)
    • JBB > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@4540, Crouchers only)

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For all of her corner combos where you do 236A > 236A > 5B > 5C > 236B > 236B, I'm getting a tiny recoverable gap between the first and second 236B. Done it ~300 times, even watched the video, the gap is always there. Any idea what I'm doing wrong?

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Just did it, confirmed. Delay the 5b -> 5c and delay the 236B. It's very slight, but yes.

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Should I mainly stick to oki enders mid-screen unless the damage is needed to kill or I've got lots of meter to burn?

Should I stick to 5B > 2B xx stuff as a mid-screen BnB damage ender and reserve 5B > 5C for corner combos due to pushback?

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Just did it, confirmed. Delay the 5b -> 5c and delay the 236B. It's very slight, but yes.

Sorry for asking stupid questions, but when you say to delay 5B > 5C, do you mean the 5C needs to be delayed and not chained? I'm getting it sometimes now, but I honestly can't tell which part I'm too early on.

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Yeah, you have to tap is just a little bit after when you would normally chain it. It's really a slight delay, but once you get the timing down it's easy. Took me a while to get it and afterwards I did it 5 times in a row easily.

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Hi I was wondering if anyone could dumb down the combo notation for me a little more I dont understand all the 5b 2d stuff that people are writing so if someone could like explain it that would be great.

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Hi I was wondering if anyone could dumb down the combo notation for me a little more I dont understand all the 5b 2d stuff that people are writing so if someone could like explain it that would be great.

The numbers indicate directions. Imagine the number pad on the right of your keyboard is a Directional Pad, where 2 is down, 5 is neutral, 8 is up, 6 is right, etc.

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The numbers indicate directions. Imagine the number pad on the right of your keyboard is a Directional Pad, where 2 is down, 5 is neutral, 8 is up, 6 is right, etc.

I understand most of the notation, but what's "S66"? Is that air dash? Stand 66? It's not in the glossary.

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Short dash, a quick 66. Sorry, thought I caught all of those when transferring combos. I'll fix it when I get the chance.

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So like... what is Chie's standard bnb at midscreen for damage/oki? The first page has a lot of combos posted, but it's hard to tell what you should start off with and practice first.

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I'm having a lot of trouble with challenge 28 for Chie.

http://www.youtube.com/watch?v=SljTZDXQLZ8&feature=player_detailpage#t=164s

I always seem to push Yu away with 2D before I can dash cancel into 5B. Do I have to delay the C? The D? This is busting my balls pretty hard here.

If you're still having trouble: the trick is to wait as long as possible after 214D, before hitting 5B. Yu isn't getting too far away from you, he's getting too high. Note that you don't have to dash after 214D, you can just walk if you want; the dash after 236B > 236B and the airdash into j.BB are necessary however. Good luck!

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So like... what is Chie's standard bnb at midscreen for damage/oki? The first page has a lot of combos posted, but it's hard to tell what you should start off with and practice first.

Really, like

for damage, you may as well just do autocombo

Oki is 5aa 5b 2b 2A+B (5DD). Can't be 2DD unless you're straight up on top of them; 5DD travels forward a little, while 2DD does not

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Are we allowed to submit combos? If so I have an interesting one here

Corner only, uses 25 meter, BUT This combo pays for itself with 29 meter gain(Yes people, that's profit~)

236A> 236A > 5B > 5C > 236B > 236A > 5B > 5C > sj.BB > j.C > 236CD > 236D [4407 dmg]

Oh and I do understand about the likeliness of landing Rampage plainly like that. Which is why I include this(thanks to a friend for doing the legwork on this one):

If Rampage(236A) is blocked: (this being skull cracker)236B > 5B > 5C > 236B > 236A > 5A > 5C > sj.BB > j.C > 236CD > 236D [3720 dmg, 28 meter gain]

Here is a version of the above combos I came up with that uses no meter(still corner only)

236A> 236A > 5B > 5C > 236B > 236A > 5B > 5C > j.B > j.C > j.BB > j.C > 236C [3850 dmg]

If Rampage(236A) is blocked: (this being skull cracker)236B > 5B > 5C > 236B > 236A > 5A > 5C > j.B > j.C > 236C [3115 dmg, 31 meter gain]

I'd love to hear some thoughts/critiques on it if anyone has any. Oh, and I also know that the first hit of rampage can be blocked as well, but I can't really find out how much damage/sp gain it is from the low hit.

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Old stuff, but sure. It's her rampage loop in the corner, but you'd more likely want to go for oki in the corner unless you are punishing or near death.

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Ohh okay I see, you're right it would be considered damage focus. Thanks, I'll keep that in mind.

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How do the 2B -> JB midscreen combos work? Are those two moves supposed to combo or is that a mixup? I can't seem to link them.

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How do the 2B -> JB midscreen combos work? Are those two moves supposed to combo or is that a mixup? I can't seem to link them.

It's off of an anti-air 2B.

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