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[P4AU] Chie Satonaka Combo Thread

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Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.
  • Will be updated if new, better combos are discovered.
Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
hHop
hcHop Cancel
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
OMCOne More! Cancel
AoA~CAll Out Attack into C ender
AoA~DAll Out Attack into D ender
CHCounter Hit
FCFatal Counter
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.
[table]
c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[sO]Standing Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[sD]Shadow Only Combo
[N%]Player SP % required before combo start.
[N/N%]Damage/SP Gain %[/table]


Combo Theory
[collapse]
- Chie's main goal when comboing is to bring your opponent to the corner while maintaining knockdown. This is to setup a safejump/meaty 5A situation to maintain pressure and keep control of the match. For that reason, most combos listed will not end with 236C/D (Dragon Kick) or 214C/D (Blackspot) unless listed for damage. If you think that your combo can KO the opponent, then you can try adding 236C/D or 214C/D > 236236C/D (God's Hand) at the end to push your damage just a little bit further. Keep in mind that if you fail to KO the opponent with any combo ending in 236C/D, you will lose knockdown and position, while failing to KO with 214C/D > 236236C/D will waste meter giving you less options, but will retain knockdown.
- Once you get the opponent to the corner, a lot of combos ending with knockdown will also be able to setup 5/2DD somewhat safely, giving forced mixup. On top of this, the extra damage added with a 236C/D ender will no longer vastly outdo the damage going for knockdown will give, as you'll be able to add more moves before the knockdown, pushing the damage much higher.
- Sometimes, there will be combos that end in 2A+B(sweep)> 214A. You can generally replace this ender with 236A > 236A > 236C for damage if need be.
-I'll try to list at least one damage variant per section to show what you give up going for knockdown instead. While the final choice is up to you, damage enders are generally considered inferior to knockdown enders unless the damage will end the round.
- Most combos can be started from a jump in unless there is a specific condition to the starter (such as counter hit or anti air)
- On basic combos ended for damage, 236A > 236A > 236C is the only option unless you spend meter. On crouch confirms, 236A > 236B works allowing you do preform 236D instead of 236C, getting far more damage.
[/collapse]


Mid-screen
[collapse]
Normal Starters

- 5AAAAA [1614/26%][Auto Combo/Undroppable Round Ender]
- 5AAA, 66 5A > 5C > j.2B > j236B > 236B [1795/28%]
- 5AAA, 66 5A > 5C > j.2B > j236B > 236B > 236D [2551/40%][Damage]
- 2A > 5AA > 5C > 2B > 5B > 2A+B > 214A [1443/15%]
- 5B > 5C > 2B > 5B > 2A+B > 214A [2110/15%]
- 2B > 5B > 2A+B > 214A [1280/9%]
- 5C > 5B > 2B > 2A+B > 214A [1830/12%]
- 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2225/17%]
- 5B CH > 2DD > 66 5B > 2B > j2B > j236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [4167/37%]
- 5C CH dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2393/17%]
- 5C CH dc > 5AAA, 66 5A > 5C hc > j2B > j236B > 236B [2432/31%][Extra corner carry/Opponent can air tech low to the ground]
- [sO] f.5C CH > IAD > j.BB > j.C > 66 5B > 5C > 2B > 5B > 2A+B > 214A [2982/24%]
- [AA] 2B > j.BB > j.8D > 5AA > 5C > 236B > 236B [2451/23%][Opponent can air tech very low to the ground]
- [AA] 2B CH > 5C > 236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [3404/32%]
- [50% required] 5B > 2B > 236A > 236A > 236236A > 66 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B [3340/-41%]


Skill Starter
- 214B CH > 66 5C > 2C dc > (opponent still in the air) 5B > 5C hc > j2B > j236B > 236B [2734/24%][Opponent can air tech very low to the ground]
- 214B CH > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2536/22%][better Knockdown]

System Starter
- C+D CH > 66 2A > 5C hc > j.2B > j236B > 236B [2295/16%]
- j.C+D CH > 66 2A > 5AA > 5C > 236B > 236B [2649/18%][Opponent can air tech]
- AoA~C > j.D [2554/25%][Knockdown]
- AoA~C (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236C [3290/42%][Damage]
- [50%] AoA~C > (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236236D [4346/-15%]
- [50%] 5C+D > OMC > 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2493/-44%]
- [50%] 5C+D > OMC > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3281/-43%]
- [50%] j.C+D > OMC > 5C > 236B > 236B [2438/-44%]
- [burst] j.C+D > OMB > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3594/8%]
- [150 + Burst] j.C+D > OMB > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > j.236D [8595/-150%]

[/collapse]


Near-Corner
[collapse]
COMING SOON
[/collapse]


Corner
[collapse]
Normal Starters
- 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2457/27%]
- 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 236D [3033/35%][Damage]
- [CO] 5AA > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2881/30%]
- 2A > 5AA > 5B > 5C > 2B > 5B > 2A+B > 214A [1626/17%]
- [CO] 2A > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2590/28%]
- 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 2A+B [3415/32%]
- 5C > 5B > 2B > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2918/27%]
- 5B CH > 2DD > 5B > 2B > j2B > j236B > 236B > 5C > 2C > AoA~D FC [4262/43%]
- 5B FC > 2D > 2A+B > j.C > j.B > 5C > IAD j2B > 5C > 236B > 236B > 5C > 2C > AoA~D FC (> 236236D) [4944|6288/52%|2%]
- [50%] 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 214B > 214D > 236236D [5081/-12%]
- [100%] 5B > 2B > 236A > 236A > 5B > 5C > 2C > 236236B, 5C > 236B > 236B > 214B > 214D > 236236D [6156/-88%]
- [150%] 2A > 5B > 2B > 2A+B > 236236A > 5C > 2C > 236236B > 5C > 236B > 236B > 236236D [6560/-150%]
- [150% + Burst] 2A > 5B > 2B > 2A+B > OMB > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > 236D [8150/-150%]

Skill Starter
- [25%] j236AB (whiff) > 236B (instant skullcracker starter) > 5C > 2C dc > (air hit) 5B > 5C hc > j2B > j236B > 236B > 2A+B [2749/-23%]
- [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC [5405/59%][AoA~D FC ender must be done as fast as possible or the combo will drop][Knockdown]
- [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC > 236236D [6749/9%][opponent air techs making God's Hand ender is unsafe on hit. Kill combo only]
- [burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 214D > 236236D [7180/8%]
- [50% + Burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236D [7665/-43%]
- [150%] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C [9092/-150%]
- [100% + Burst + Awakening only][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236A > 2A+B > 214C > 236236D [9358/-150%]
- [150% + Burst] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > OMB > 236236D [10,112/-150%]


System Starter
- AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 2A+B [3520/42%]
- [50%] AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 214B > 214D > 236236D [5108/-2%]
[/collapse]

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Re: The Shadow Chie "Unburstable" 7k combo

 

Combo in Question

5B > 2B > 236A > 236A > RAGE > 236236A > 236236A > 214C (This is the spot where they can Burst)  > 214214CD > 236236A > 236236C > 236236C (7321 dmg)

 

Burst Whiffs, You're Safe

  • Narukami

  • Mitsuru

  • Elizabeth

  • Sho

  • Minazuki

  • Junpei

  • Yukari

  • Marie

  • Margaret

 

Burst Hits, but you can make it Whiff by slightly delaying S.Rage activation after Skullcracker

  • Yosuke

  • Chie

  • Yukiko

  • Kanji

  • Naoto

  • Rise

  • Aigis

  • Ken
  • Adachi

 

Burst Hits, They Escape no matter what

  • Teddie

  • Shadow Labrys

  • Labrys

  • Akihiko (sometimes)

 

Temporary alternate combo for the Burst Hits characters:

5B > 2B > 236A > 236A > RAGE > 236236A > 236236A > 214CD > 214214CD > 236236A > 236236CD (6227 dmg)

  • If they still try to Burst, SB Black Spot will armor through it. Resulting new combo w/ SB Black Spot starter does more damage (6886) and more unteachable time... so it'll make players think twice about Bursting.

  • Conversely if you do start with something weak like 2A, and they DON'T Burst, the full combo is sub-6K, so there's probably a lot of optimization we could do here.

 

If the Burst Whiffs Characters DO try to Burst, punish for an even more damaging combo:

[After Burst whiffs on 214C] 5C > 236B > 236B > 236236A > 236D > j.214214C > 236236D (7624 dmg)

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Ground carry off AOA~C is possible: https://www.youtube.com/watch?v=V6Ii-jgKUw8&t=44s

 

But I'm not seeing how to pull off an airdash j.B that fast. You need that airdash to cancel your momentum though. Any ideas?

 

EDIT:

So Colpevole and I tested this thoroughly last night, and it IS still possible. However it is

  • insanely difficult and inconsistent
  • not really worth it even when you can nail it, because it has to end with Skull Cracker A, so no full knockdown.

I'm sticking with the simple AOA~C > j.5D for knockdown for now. If you really want to try this combo yourself though, note that you'll need to DOUBLE JUMP and not airdash like I assumed. Tap 7 for the initial jump then 9 for the double jump. Using 8 or 9 for the initial jump will give you an unwanted IAD. Then you have to delay... pretty much everything for as long as possible. If you can hit the descending j.C you're on the right track, but for the full j.236B?... Good luck.

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I don't think there's an airdash anywhere in that combo. It seems to be:

 

AOA~C > j.5B > j.8D > j.5C > j.236B > 236B > 236236D.

 

I wonder why he uses J.5B instead of J.2B, though.

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A few mid-screen power charge combos off of 5A that I've been messing with:

 

5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc >  5B > 5C > 2B > 5B > 2A+B = 2857

5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc >  5B > 5C hc > 236B > 236B = 3157

5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc >  5B > 5C hc > 236B > 236B > 236D = 3967

5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc > 5B > 5C hc > 236B > 236B > 214C > 236236D = 5053

5AA > 5C > 2B > 5B > 2A+B > 236236A > 66 5C > 236B > 236B > 236D > 214214C > 236236D = 7067

 

Also, for this combo:

 

"[50% required] 5B > 2B > 236A > 236A > 236236A > 66 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B [3340/-41%]"

 

If you're in the corner, you can replace A power charge with B power charge and it ups the damage:

 

5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B = 3403 (not worth 50% imho when the meter-less 5B starter is just as good)

5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B > 236D = 4483

5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B > 214B > 214D > 236236D = 6146

5B > 2B > 236A > 236A > 236236B > 5C hc > j2B > j236B > 236B > 236D > 214214C > 236236D = 8331

 

A couple of mid-screen throw OMC starters:

 

C+D OMC > 5C > 2C dc > 5C > 2B > 5B > 2A+B = 2390

C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B = 2669

C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B > 236D = 3281

C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B > 214C > 236236D = 4176

C+D OMC > 5C > 236B > 236B > 236D > 214214 C > 236236D = 5417

 

These are probably not optimized; I'm still pretty new to what Chie can do in this game. The combos for 150 meter are shortened because meteors seems to be really inconsistent when the combo has gone on too long.

 

All of these were tested on Persona Sho.

Edited by Orrax

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Sorry I haven't really messed with S.Chie too much, but as far as pressure and non Shadow kill mode combos, it should be the same besides 5AA being a bit worse. I'll update S.Chie combos... eventually! I might not want to but I have to I guess lol.

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Yo Shadow Chie combos? I got those. Not a comprehensive list based on every possible situation, but this should cover the important ones.

 

Most of the combos I’ve listed here I picked up from this video if you need a reference:

https://www.youtube.com/watch?v=OEe7KwrgsQ0

 

 

 

Burst-Safe During S.Rage

 

Midscreen

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

6623 dmg off 2A > 2A > 2B starter

7321 dmg off 5B > 2B starter

8523 dmg off CH 5B > 2DD > 5B > 2B > 5C > j.C > j.236B starter

Not COMPLETELY burst-safe; read this for more details

 

Corner

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

6979 dmg off CH 5B > 2B starter

 

CH 5B Punish

5B (CH) > S.RAGE > 236236A > 236236A > 236236C > OMC > 236236A > 236236C+D

7510 dmg

 

Throws

Ground Throw > S.RAGE > 236236A > 236236A > 5C > 236236D > OMC > 236236A > 236236C+D

5427 dmg

Ground Throw (CH) > S.RAGE > 236236A+B > 5C > 236236C+D > OMC > 236236A > 236236C+D

6377 dmg

Air Throw > S.RAGE > 236236B > 5C > 214C+D > 236236D > OMC > 236236A > 236236C+D

6119 dmg

Air Throw (CH) > S.RAGE > 236236A+B > 5C > 214C+D > 236236D > OMC > 236236A > 236236C+D

6953 dmg

 

Air Hit-Confirm

[Hits] > j.2B/j.C > j.236B~236B > S.RAGE > 236236A > 236236A > 214C > 214214C+D > 236236A > 23623[6]C > 236236C

7482 dmg off AA 5A > 5B > 5C starter

 

Anti-Air 2B

2B > 5C > j.BB > j.236D > S.RAGE > j.214214C+D > 236236A+B > 214214C+D > 236236A > 236236D

7024 dmg

 

Midscreen - AOA

AOA~C > S.RAGE > 214214C > 236236A > 236236A > 236236A > 66 > 214D > 236236C+D

5464 dmg

 

Corner - AOA

AOA~D > S.RAGE > 236236A > 214C+D > 236236A > 236236A > 214214C > 236236A > 214D > 236236C+D

6685 dmg

 

 

 

Not Burst-Safe During S.Rage (Use when they have no Burst, or against other Shadow chars)

 

Midscreen

[Hits] > 2A+B > 214C > S.RAGE > 236236A > Dash 5C > 2C > 236236A > 66 5C > 236B~236B > 236236A > 236D > 214214C > 236236D

8022 dmg off 2A+B starter

 

Corner

[Hits] > 2A+B > 214C > S.RAGE > 2C > 236236B > 5C > 214C+D > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D

9164 dmg off 5B > 2B starter

Kirisame doing this combo: https://www.youtube.com/watch?v=OEe7KwrgsQ0&t=21m45s

 

Throws

Ground or Air Throw > S.RAGE > 236236B > 2A+B > 214C > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D

~7500 off Ground Throw, ~7800 off Air Throw,  variable with meteors and CH on the throw

 

Corner - AOA

AOA~D > S.RAGE > 236236B > 214C > 214C+D > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D

8085 dmg

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I need help with one of Chie's later trials. It seems so damn easy but I can't get the SB Rampage to connect.

 

5C > 5B > 2B > 2AB > j.C JC j.C > j.236AB > 236B > 214B > 236C

 

j.236AB whiffs after 2 hits. I'm unsure if I have to be faster with j.C, delay something, jump a different way? I've tried j.7C and that lets all the hits connect but the 236B whiffs afterwards :(

 

Hopefully my flaw is something rather than just not doing the two j.Cs fast enough, as I've repeated the trial enough to hope my speed isn't the issue.

 

Edit: turns out you gotta hold down while doing the SB Rampage. Directly down. Chie drops drastically during her arc.

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So I've been messing around with other ways to convert AoFC into a ground combo. The most consistent one I've come across is:

 

AoA->C > IAD > j.8D > AC (turn around) > j.236B (input as 214B) > 236B > damage finishers

 

It's at least a pretty easy way to get them back down to do dragon kick/god hand finishers. But still no knockdown setups that I can find so far.

 

EDIT: The best knockdown setup I've found is still just j.5D. But I did find a way to do a safejump out of it:

 

AoA->C > j.5D > whiff j.A > 9jump > j.2B

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Here's my solution to Shadow Chie's trial 30, wasn't too hard to figure out and even easier to execute.

 

B Power Charge > 236B (FC) > 236B > 214B > 236D > Shadow Mode > j.B+D > j.214214C > 236236A > 214C > 236236C

 

Here's the in-game solution:

 

Shadow Mode > j.B+D > 236236A > 5C > 236B > 236B > 214D > 214A > 236C > 214214C > 236236CD

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That was a fun one. I got lazy and just threw in j.B+D at the very end lol.

214C (FC) > S.RAGE > 2C > 236236B > 5C > 236B~236B > 236236A > 214B > 236D > j.214214C > 236236C > OMC > j.B+D

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Corner:

 

5C (CH) > 5B > 5C > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D = 4843

 

JBB > 5B > 5C > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D like above works too, less damage though

 

Both starters don't seem to let you do 236A > 236> 5B > 5C > 2C > 5B > 5C hc > j.2B > stuff even if you take some attacks out before the initial 236A; it drops at the j.2B even if you can make it that far.

 

214C (FC) > OMB > 5C > 2C > 236236B > 5C > 236B > 236B > 214B > 214D > 236236D = 7181, most certainly sub-optimal for 100 meter, burst, and requiring a counter hit, but I haven't seen a stronger one listed on a grounded opponent

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Here's an optimized version of the damage shadow Chie combo route:
5B>2B>sweep>214C>Shadow Rage>2A+B>236236A>2A+B>236236A>dash 5C>214C+D>236B~236B>236236A>236D>214214C>236236D  (Around 8.8k to 9k depending on the character)

And about the burst safe combo.  The only characters that can burst it are Teddie, Labrys, and shadow Labrys (finnicky against Akihiko).  Against the other characters that you said can burst it, you delay the shadow rage after skull cracker and do the combo as normal.  The burst will now whiff and both god hands will still hit.

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Hi, new member here.

 

i'm thinking of maining Chie, but i don't know how terms work here,

 

what's 236A?

 

can anyone teach me?

 

i'm a tekken player, but i switched to P4A, but never played online coz other players always have 0 ping.

 

so yeah, it's kinda difficult to play without someone to play with.

 

thanks 

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We use number notation on this site, which is based around the positions of a numberpad on a computer.

 

 

So 236A is the equivalent to a Quarter Circle Foward.

 

 

If you need to ask questions about the game and the like, read the notation sections of the Wiki

 

 

http://www.dustloop.com/wiki/index.php?title=Notation

 

Also for general gameplay questions, please put them in the Beginner section:

 

http://www.dustloop.com/forums/index.php?/forum/95-beginner-mode/

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Seems like off a corner 2A the best you can normally get is 2A > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D (3581)

 

Gotta commit to the 236A unlike P4A's 2A > 5B > 2B route we used to have.

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Hey guys, new to the game and learning Chie. 

 

Does this combo in the OP even work? I cant Dash in time to connect another 5A before they recover. { 5AAA, 66 5A > 5C > j.2B > j236B > 236B }

 

If not, what are your go to anywhere on screen BnB's? An anywhere high damage combo would be good to know to.

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Hey guys, new to the game and learning Chie. 

 

Does this combo in the OP even work? I cant Dash in time to connect another 5A before they recover. { 5AAA, 66 5A > 5C > j.2B > j236B > 236B }

 

If not, what are your go to anywhere on screen BnB's? An anywhere high damage combo would be good to know to.

 

It works, and it's definitely worthwhile. Good meter gain from the 5AAA, great corner carry, decent damage and full knockdown. The timing window on dash 5A is very tight, though, as you're discovering. Too early and you get auto lunge punch, too late and you drop the combo. Not much to say here except keep at it; use a visual cue in Chie's 5AAA animation to help you find the right timing if you have to.

 

Otherwise your standard midscreen combo will be anything that ends in Sweep > 214A. Or just end in Sweep against characters with fast enough reversals to blow up safejump attempts after 214A.

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I haven't done it against all the cast, but you aren't pushing them out of range with a dash or attack are you?

At first I had a small problem connecting B after 2DD but it was just me not waiting for the final hit to knock them up.

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