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[P4AU] Chie Satonaka Gameplay Discussion

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(Most of) Chie's change log. There's a few things I'm unsure about, and they have the Japanese next to it for the convenience of other eyes.

 

 

5A (common)

  • Late gatling into itself added.

  • Increased recovery.

  • Reeling time reduced. のけぞり時間を減少しました。

5AA (normal)

  • Faster startup.

5AA (shadow)

  • Blowback adjusted, easier to hit mid-air opponents.

5B

  • Forward hurtbox increased.

2C

  • Performance changed, freezes on first hit.

  • Faster startup.

  • Reduced recovery.

  • Increased untechable and freeze times.

  • “Inner” and “outer” hitboxes larger.

  • Hop cancel added.

5D and 2D

  • Increased pushback on hit.

5DD and 2DD

  • No pushback on hit.

5D

  • Faster startup.

  • Removed fatal counter of “final stage” (last hit?)

2DD

  • Reduced opponent blockstun.

j.2B

  • Bigger hitbox on lower diagonal.

  • Faster startup.

j.D

  • Persona appears in upward diagonal direction.

j.4D

  • Persona appears in lower diagonal direction.

AoA

  • Reduced recovery.

Ground and Air Throw

  • Cannot follow up on counterhit.

High Counter

  • Cannot super cancel on landing.

  • Lowered float on hit for ground version.

  • Removed fatal recovery for air version.

Various Rampage

  • During shadow rampage, various Rampage doesn’t come out.

B Rampage

  • Decreased knockback on ground hit.

B Skullcracker

  • Higher float on hit, decreased untechable time.

SB Skullcracker

  • Increased untechable time.

  • Reduced recovery.

Various Dragon Kick

  • Increased landing recovery, fatal recovery.

  • Greater horizontal speed, faster falling speed of C and D versions.

C Dragon Kick

  • Adjusted blowback, wallbounces at midscreen.

D Dragon Kick

  • Adjusted blowback, wallbounces at corner.

SB Dragon Kick

  • Blowback on counter hit the same as normal hit.

  • Blowback adjusted, position doesn’t change on corner hit? 吹き飛びを調整、画面端ヒット時に位置が入れ替わらないようにしました

Various Lunge Punch

  • Faster startup on A and B versions.

  • Improved frame disadvantage of A and B versions on block.

  • Increased lower hurtbox.

  • Unaffected by dash inertia.

  • Adjusted input time for follow-up specials for them to come out easier.

  • Increased forward distance after landing.

B Lunge Punch

  • Smaller blowback, higher float on hit.

  • Wallbounces only on counterhit.

SB Lunge Punch

  • Removed fatal recovery.

  • Added projectile invincibility to active frames.

  • Untechable time increased.

  • Backstep distance increased, advancing speed increased.

  • Smaller blowback, higher float on hit.

C Black Spot

  • Untechable time increased.

D Black Spot

  • Improved static difference on block.

SB Black Spot

  • Reduced recovery

Various Power Charge

  • Changed from gauge to stock system.

  • Also applies charge effect to some normals.

  • Increased chip damage on blocked attacks.

  • In Charge, gauge gain(?) rate increased, damage increase rate changed? 発動中のゲージ収入率を増加、ダメージ増加率を変更しました。

  • Invincible time for B and SB Charge reduced.

B Charge

  • Increased overall recovery.

Various God Hand

  • (Something about time stop during super flash?) 暗転時の時間停止の影響を受けるようにしました。

Some persona attacks

  • Persona invincible up until attack startup (5C, 2C, j.C)

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A little late since I've been busy but thanks for the translations Kikirin. For greater visibility, I'll be making/putting them in a final changes thread when I get home tonight. A lot of these changes are interesting. Power charge applying to certain normals is probably the one that interests me the most, especially combined with the increase to chip damage. I wonder if we'll see JP Chie players experiment with Power Charge blockstrings to crank up chip damage.

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Tsujikawa's been tweeting about S. Chie still having big damage, and a few Japanese players are saying the 5C/2C buffs are really strong.

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I have some more info from STD about chie I need translated.

Real Chieは画面どこでも補正をどんな補正でもA連打コンボ3段目からB暴れB脳天B金剛のコンボが繋がり画面端に敵を運ぶ能力が上がっています

また、画面端ならAorB脳天 B金剛 C2C ボコスカが繋がるのでゲージ回収力が上がっています

Cと2CとJCに発生までペルソナに無敵が付けられ、相手の攻撃に勝ちやすくなりました

A金剛とB金剛が発生早くなり、硬直が減少しました

ボコスカがガードされた時に相手との距離が離れるようになり反撃されづらくなりました

あと2Cの発生が早くなっています

立ち回りでCが空中or地上しゃがみ喰らいから2Cが繋がりダッシュキャンセルA連3段B暴れ~などのコンボもできます

チャージの効果が時間では無くチャージ対応技をガードorヒットさせた回数で減るようになりました

 ※チャージ対応技はB系統の通常技全て+必殺技

チャージレベル1と2はチャージ対応技を9回、チャージレベル3はチャージ対応技を5回使えます

あとSB黒点撃カウンター時の補正が緩くなりました

SB黒点カウンターからノーゲージで5500程減るコンボが発見されています

あとドラゴンキックの吹っ飛び方が変わっています

以下は弱体化点

・5Aの始動補正が2Aと同じに

・逆切れ着地Aチャージが不可能に

・逆切れの着地硬直増加、画面端でも拾うことは不可能に

・Bチャージの硬直10F増加

・ゴッドハンドの最低保証ダメージ低下

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あと今バージョンはシャドウタイプが圧倒的に強いので特にReal Chieに拘りが無く、勝ちに拘りたいのならシャドウタイプを使うのがお薦めです

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I have some more info from STD about chie I need translated.

Real Chieは画面どこでも補正をどんな補正でもA連打コンボ3段目からB暴れB脳天B金剛のコンボが繋がり画面端に敵を運ぶ能力が上がっています

また、画面端ならAorB脳天 B金剛 C2C ボコスカが繋がるのでゲージ回収力が上がっています

Cと2CとJCに発生までペルソナに無敵が付けられ、相手の攻撃に勝ちやすくなりました

A金剛とB金剛が発生早くなり、硬直が減少しました

ボコスカがガードされた時に相手との距離が離れるようになり反撃されづらくなりました

あと2Cの発生が早くなっています

立ち回りでCが空中or地上しゃがみ喰らいから2Cが繋がりダッシュキャンセルA連3段B暴れ~などのコンボもできます

チャージの効果が時間では無くチャージ対応技をガードorヒットさせた回数で減るようになりました

 ※チャージ対応技はB系統の通常技全て+必殺技

チャージレベル1と2はチャージ対応技を9回、チャージレベル3はチャージ対応技を5回使えます

あとSB黒点撃カウンター時の補正が緩くなりました

SB黒点カウンターからノーゲージで5500程減るコンボが発見されています

あとドラゴンキックの吹っ飛び方が変わっています

以下は弱体化点

・5Aの始動補正が2Aと同じに

・逆切れ着地Aチャージが不可能に

・逆切れの着地硬直増加、画面端でも拾うことは不可能に

・Bチャージの硬直10F増加

・ゴッドハンドの最低保証ダメージ低下

Normal Chie’s corner carry is up due to 5AAA > B Rampage > B Skull Cracker > B Herculean Strike comboing from anywhere on the screen and at any proration.

Also, meter gain is up since A/B Skull Cracker > B Herculean Strike > 5C > 2C > AOA combos in the corner.

 

It’s easier to beat the opponent’s attacks with 5C, 2C, j.C due to persona being invul until active frames.

A and B Lunge Punch have faster startup, less recovery.

Since AOA creates distance with opponent on block, it's harder for opponent to counterattack.

 

2C has faster startup.

If you hit an airborne or crouching opponent with 5C during neutral, can connect 2C > dash cancel > 5AAA > B Rampage > etc.

 

Charge effect is no longer a timer, but a counter that decreases on hit or block for particular attacks.

* Attacks that consume stock: all B normals + special attacks. (TL note: unclear whether it’s only B specials or all specials or if it also includes supers.)

Charge lv 1 and 2 have 9 stock, Charge lv 3 has 5 stock.

 

SB Black Spot proration on CH more lenient(?)

A meterless combo doing up to 5500 damage off CH SB Black Spot has been found.

 

Blowback direction of Dragon Kick changed.

 

The following have been nerfed:

  • 5A starter proration is the same as 2A’s.
  • Unable to cancel into A Charge after landing from DP.
  • Landing recovery of DP increased, unable to combo off it even in the corner.
  • B Charge recovery increased by 10F.
  • God Hand’s minimum damage reduced.

 

あと今バージョンはシャドウタイプが圧倒的に強いので特にReal Chieに拘りが無く、勝ちに拘りたいのならシャドウタイプを使うのがお薦めです

(TL paraphrased: For this version, use Shadow Chie if you want to win.)

 

弱体化点書き忘れてました

 ・5Aが通常ガードさせて2F不利になっています

Forgot another nerf:

  • 5A is -2F on normal block.

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5AAA > B Rampage > B Skull Cracker > B Herculean Strike

2C has faster startup.

 

Cool, I guess i'm going to be using Chie from now on.

 

The most stylish autocombo is now a solid choice? Sold.

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*stuff*

These changes look pretty sick im pretty excited. Especially 2C startup speed increase.

 

 

(TL paraphrased: For this version, use Shadow Chie if you want to win.)

Not sure how I feel about this but I guess time will tell.

2.0 can't come soon enough

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Neutral is basically just poking with 2A/5C/SB Lunge (if you're desperate to get in) and trying to keep yourself out of spots where the opponent can jump in at you and make your 2B whiff. If you see an opening, or feel like your opponent is focusing too much on the ground you can jump in with j.B and go over most ground pokes and start pressure. Knockdown is generally just sweep/A lunge ender into safejump j2B (the safejump is easy: just hold up forward after your A lunge ender and hit j2B. It's harder off just sweep, but also a tighter safejump). If they respect your safejump you can go for airdash high/empty jump low mixup, though there is nothing to cover it. Off B Skullcracker you get a better knockdown that you can set up 5/2DD off of, but if they late tech the 5D will OTG them and they'll tech in the air so be aware of that.

As for combos, the first page of the combo thread has a lot of them. They're not the most super optimal ones, but they're consistent for the most part so start there. If you play around with the counter hit 5B ones you can probably squeeze an extra 300 damage out of them but they get a lot harder so up to you.

 

A safe jump after A blue puch and sweep? 5DD/2DD after B skull cracker? And she's also the second fastest character in the game behind Yosuke (I think, putting aside Aigis Orgia), now I'm interested in Chie :D .

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I'm not really sure of the specifics but I do see Tsujikawa go for 5/2/j.DD oki quite a few times in his casual sets, even midscreen. It might just be that he's really good at knowing when he can get away with it though.  

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Maybe the damage is very low, but I'm doing this as combo ender now:

 

Sweep > jc > TK j.2D > air dash mixups

 

Tomoe hits just twice, but is enough to cover Chie, or at least that's what I'm seeing right now.

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you have to do the SB Rampage and Skull Cracker input low to the ground. The rampage wont come out but she's glow to confirm that the SB rampage was activated.

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Technically, you do SB rampage just before you land (usually from a low jB, a low air dash j.BB, or the 2nd to last hit of 5AAA) and then input B (not SB) Skull Cracker just after landing.

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Hi, deciding to main Regular Chie in the game and I was wondering if there were any sort of materials to go over her mix ups options, general combo routes and such in just a concise document that I could go over? 

 

And also I'm having a lot of trouble trying to figure out how to do the Instant Air Backdash in the middle of pressure. I'm wondering how I should do my button press for the whole thing because I cannot figure it out at all.

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Not really sure on the mixups, but one im just starting to use is the low air dash jb/j2b off of hard knockdown. As far as her combos go, its usually just short things ending in sweep or sweep > 214A trying to build meter while getting knockdown to set up safejumps to keep pressure. Go over to the combo thread for some combos, here's a vid to show off some of her more situational high damage combos to give you some ideas for her combo routes

https://youtu.be/vgaEyFBIsVE

For the Instant Air Backdash what I do is input 7544 holding 7 during my last attack before air dashing. The 5 input is usually just the stick repositiong itself before i quickly put in 44

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