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[P4AU] Chie Satonaka Combo Thread

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Blockstrings:

5A > 66 5A or 5A > 2A > 5A pressure is still good.

5B/5C dash cancel is an okay way to reset pressure but easily disrespected.

2B/5B/5C > 236A OMC j.B is a good, safe surprise overhead, very costly though.

5B/5C jump canceled into j.C is okay, more a read for if your opponent is trained to expect a throw or mash As.

5A/5B jump back canceled into air turn backdash j.B is amazing and safe.

You can also do strings into 214D, though it's way less + on block than in P4A.

Strings into 236AB work for some more + on block but meter's really hard to spend if you're using Shadow Chie.

If you wanna get risky you can end a string with 214A > 214C as a trap to punish the punish

 

You can loosely base your pressure around the opponent being scared to press buttons due to the stuff above and punishing that by throwing them, going into 5AB, or 5B > 2DD

 

Setups after 214A: you can safe jump after 214A with hold up forward j.B but that by itself is pretty weak if it hits, you end up too far to easily do anything. The way I see it the safe jump is the safe option to stop them from reversals, then you go for less safe but more effective empty jumps or low airdash j.BB or dash jump behind j.B after they know a DP will get punished.

 

Setup after sweep: nothing special AFAIK. You can't do 2AB > 5DD or 2DD, it's not a gatling anymore. I believe if you do a sweep in the corner you can back up and semi-safely do a 2DD.

 

The best knockdown I know of currently for Chie is 236B > 236B into 5DD in the corner. You can get straight up P4A oki off of it.

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About the midscreen punish combo 5B (CH) > 2DD > 5B > 2B > j.2B > j.236B > 236B > ender combo, it's slightly more damage and, more importantly, much easier to space midscreen if you replace j.2B with j.C. In the corner though, j.2B is actually still easier, oddly enough, due to it being a vertical jump rather than a jump forward.

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For 5B (CH), I like to do: 5B (CH) > 2DD > dash 5B > j.B > j.BB > j.C > 236B > 236B > etc. It should work anywhere, just make sure the dash 5B catches them as low to the ground as possible. Not sure which does optimal damage, but they all should be pretty close.

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For 5B (CH), I like to do: 5B (CH) > 2DD > dash 5B > j.B > j.BB > j.C > 236B > 236B > etc. It should work anywhere, just make sure the dash 5B catches them as low to the ground as possible. Not sure which does optimal damage, but they all should be pretty close.

 

This is genius. Foolproof in terms of spacing and does seem to do more damage than the alternatives. Nice one.

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AAA ~ mid-air special/DP cancels are hype as balls. Not much you can get from them though 'cept style points, at least not off neutral hits.

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For 5B (CH), I like to do: 5B (CH) > 2DD > dash 5B > j.B > j.BB > j.C > 236B > 236B > etc. It should work anywhere, just make sure the dash 5B catches them as low to the ground as possible. Not sure which does optimal damage, but they all should be pretty close.

This is genius. Foolproof in terms of spacing and does seem to do more damage than the alternatives. Nice one.

 

How are you guys confirming you're counterhits? Outside of the Challenge mode combos I havent practiced any counter hit combos because though the damage is appealing the starters aren't practical(Fully Charged Black Box), even 5B doesn't seem like a poke I'd just throw out there. Even if it did hit, I doubt I'd have enough time to confirm that it counterhit and change my combo.

 

I'd really like some insight on this.

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Well in this game you can land counter-hits off of recovery frames so there are moments where you don't even have to confirm anything. 5B (CH) ~ 2DD is easy enough to land, so it's more getting used to the act of reacting to something.

I use 5B as a poke alot because I fish for CHs, but I probably shouldn't do. I end up eating shit for running into something.

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Some shadow mode combos(if anyone knows more optimized ones let me know)

midscreen to corner 5B counter hit:
     5B(CH)>shadow activate>236236A>236236A>dash>sweep>214C>236B~236B>delay>236236A>214CD>236D>j.214214C>236236D  (9528 damage)

midscreen air hit 5B counter hit:
    5B(CH)>shadow activate>236236A>236236A>dash>5C>214CD>236B~236B>236236A>236D>j.214214C>236236D (9403 damage)

 

midscreen or corner:

    5B>2B>sweep>214A>236C>shadow activate>j.214214C>*236236AB*>236236D (5681 damage 37 units of meter left on shadow rage)
          This is a combo used to conserve meter.  It's burst safe after the shadow activate and there's no added fluff so it gets the damage done quickly.  The good           thing about this combo is if you need to do less damage to kill, you can change the power charge you do and you'll save more meter.

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For the mid-screen AoA~C combo that requires a neutral jump cancel, how exactly is that performed? I'm jumping into training to practice it but I don't know what that is exactly.

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For the mid-screen AoA~C combo that requires a neutral jump cancel, how exactly is that performed? I'm jumping into training to practice it but I don't know what that is exactly.

You double jump straight up to cut your momentum from the original homing jump so that you end up lower than you would if you didn't double jump.

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You double jump straight up to cut your momentum from the original homing jump so that you end up lower than you would if you didn't double jump.

Okay thanks, so I just have to time my jump between my AoA jump and their tech time?

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Hi all, first of all sorry if this should be in the newbie thread but I have just picked up this game and decided to main Shadow Chie and its been pretty fun however im trying to get some proper shadow combos down now and after a few hours am still no closer. I have been trying this one

 

[Hits] > 236A~236A > S.RAGE > 236236A > 236236A > 214C > 214214C+D > 236236A > 23623[6]C > 236236C

 

I can get up to the 214214CD section 90% of the time now but most of the time the next 236236A always comes out as Skullcracker ive tried doing it faster and slower and checking my inputs but its very rare I can actually get powercharge to come out after that move I also have the same problem with 236236C coming out if I do get powercharge as I always get dragon kick instead.

 

I can do 236236A into 236236C easily on its own but in the combo it just doesnt seem to go. I am obviously missing something on the timing but I cant figure it out on this part while 214214CD into 236236A just seems really hard on its own so thats obviously a timing issue on my part even though I can do 214214C into 236236A I just dont know what visual cue to look for on this one.

 

Lastly how do you get 236236C to combo into each other? the fastest I can get it to activate is buffering the motion and pressing the button the moment her foot touches the floor but the comp always techs this so it misses and if its any later they block it at least thats what it seems like.

 

Any help on this would be much appreciated as its driving me crazy.

 

Oh lastly I know its been asked but do all Chies BnBs def work for Shadow Chie even though her AAAA auto combo is different?

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Tons of great info, here.  For a beginner, are there a few combos that are optimal to focus on? I get sometimes get overwhelmed by too many & end up writing down & practicing ones I cant' even pull off in fighting games. Thanks!

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I'd say go with a meterless midscreen, a meterless corner, a grab, and then metered midscreen and metered corner.  Maybe throw in a FC too.  That should cover most of your bases.

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I'd say go with a meterless midscreen, a meterless corner, a grab, and then metered midscreen and metered corner.  Maybe throw in a FC too.  That should cover most of your bases.

Sounds good, thanks.

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Chie Challenge 25.. I've got it all memorized, but that last B Rampage off of the j.B keeps dropping... is it a timing thing or am i supppsed to hold up, down or right while doing Rampage?

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I have two very easy to confirm combos:

 

1. [AA] 5A > jc > j.AA > djc > j.ABB > j.8D: 1426 Dmg /14SP

 

2. [AA] 2B > j8c > j.AA > djc > j.ABB > j.8D: 1720 Dmg /15SP

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Wrote up some combos I use that I've seen in videos/ found out messing around with routes. They're probably not the best combos but they work well and aren't too complicated (I think). All are 5B starters (some maybe 5AA>5C or j.B) and non-CH. Add about 50 to 100 something for CH damage. 2.0 will likely make these useless but until then.

 

Corner :

-5B > 5C > 236A > 236A > 66 5AA > 5C > 236B > 236B >>>into:
>>> 2A+B [2861 damage] oki
>>> 214B > 214D > 236236D /236236CD [????/4760SB damage] 50/75 meter
>>> 236D > 214214C > 236236D [6116 damage] 100 meter

About 200 damage less than [>236A > 5B > 5C hc> j.2B >] route, but a bit easier maybe.

[CO] 5B > 5C > 236A > 236B > (66) 5C > 2C >>>into:
>>> dc > 2A+B oki
>>> dc |> 5B > 5C > 2B > 5B > 2A+B > 214A
>>> 214B > 214D > 236236D or 236236CD [4774/5080SB damage] 50/75 meter
>>> dc |> 5B > 5C > 2B > 5B > sweep > 214A > 214C > 236236C [5151 damage] 50 meter

[Edit/New]>>>236236B > (opponent in air) 5C > 236B > 236B > 214B > 214D > 236236D/CD [???? damage ]100 meter

                  >>>236236B > (opponent in air) 5C > 236B > 236B > 236D > 214214C > 236236D [8630 damage]150 meter

                  >>>236236B > (opponent in air) 5C > 236B > 236B > 236236A > 236D > OMB > 214D > 236236D [9980 damage]150 meter + Burst

-5B > 5C > 236A > 236A > 236236B > 5C > 2C > (delay/opponent in the air) 236B > 236B > 236D > 214214C > 236236D [8653 damage]150 meter

Mid/Full screen:

-5B > 5C > 2B > sweep >>>into:
>>> 214A > 236C > 214214C > 236236D [5418 damage]100 meter
>>> 236236A > 66 5B > 5C > j.BB > j.8D > (land) 66 5AA > 5C > 236B > 236B > 214C > 236236C [5594 damage]100 meter
>>> 236236A > (no dash) 5C > 2C dc > (delay/opponent in the air) 5B > 5C > j.B > j.236B > 236B > 236D > 214214C > 236236D [8178 damage]150 meter
>>> 214A > 214D > 236236A > 66 5C > 2C dc > (opponent in the air) 5C > 236B > 236B > 236D > 214214C > 236236D [8227 damage]150 meter: Must cancel as fast as possible into 236236A / follow up 665C>2C ice will whiff if too late on dash.

[Edit/New]>>> 214C > 236236A > 66 5C > 2C dc> 5C > 236B > 236B > 236D > 214214C > 236236D [8??? damage]150 meter:  easier than previous combo.

Miscellaneous mid/full screen:

non-counter hit 214B > 665C > 236C [2027 damage]> 66 5C is a bit tight

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Im having a problem connecting the 2B 100% of the time, is it super spacing dependent? Also, this may be a noob question. I see alot of Chies connect something after the auto AAA, and i never seem to be able to get close enough. Any help is great, thanks.

 


Mid/Full screen:

-5B > 5C > 2B > sweep >>>into:

 

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