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Primiera

[P4A] Chie Pressure and Mix-Up Thread

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I'm making this thread because Chie is a hugely pressure oriented character, and the only other information we have on this forum is mostly related to her knockdown game. Summarily, this is a guide for what to do when you are in the opponent's face and you have momentum, often after a blocked jump-in, blocked or hit 5C dash cancel, or a dash in 5A/5B/2A. The mix-ups are listed in a mildly relative order to how good they are and consistent in her pressure, though by no means is this a "best to worst" order.

Mix-ups:

5A stagger pressure - This is the most consistent form of hit-confirming Chie has and can be the basis of opening your opponent up. The standard string is 5A delay 5A (so as to link 5A but not go into 5AA) microdash 5A. You can throw in 2A > 5A at any time to keep the opponent honest. Done properly, you can even block Furious Actions by holding back during the 5A. Upon hitting with 5A (or 5A > 5A), you can go into 5AA and then crouch confirm or stand confirm into optimal combos, or 5B > 2B > JC > JBB > JD into ender if you confirm an aerial hit. If you get nothing going, after a few 5As, you can back off to bait a Furious Action, then 5C dash back in or dash 2A, 5A, or 5B. If blocked excessively, you can go into further mix-ups, but you can always come back to this as low risk pressure.

IA JC frame trap - An excellent tool for hitting opponents trying to throw or press buttons. On counter-hit you get her beefiest jump-in combos, and on block you can keep coming in for a JB or dash away if you'd like. JC has aerial halting properties, so it can be used as a semi-cross-up to land in front or in back of your opponent after as a jumping mix-up, and against some Furious Actions like Yosuke and Labrys, you can flat out dodge their reversal if aimed above the opponent.

Jumping mix-ups - Beyond just JC, there's a fair bit of trickery to be had when jumping. Chie can jump cancel most of her ground normals at any time, blocked or hit (5AAA, 5B, 2B, or 5C recommended for most frame advantage). You can neutral jump air turn and cross the opponent up, empty jump throw, empty jump 2A, air dash JBB, air dash JBBA, air dash JB > 2A, etc. One Chie specific trick when the opponent is cornered is to use 5AAA, jump canceled into a forward jump air turn in the corner. This brings the opponent forward slightly and allows a cross-up where one normally can't happen.

5A into CD or 5C Dash CD - Chie's throw. It's not the best thing to land because you don't get good oki after, but sometimes the opponent will be so focused on guarding that they'll constantly leave themselve's open to throws, and more importantly, once thrown once or twice, the potential fear of a throw which will give more of a basis for 5A pressure to hit your opponent.

5AB - Chie has the fastest AoA in the game, and it leads into oki or good damage no matter where on the screen. Punishable on block if you don't OMC it - it's best to use sparingly and in conjunction with stagger pressure or 2AB > 236236A mix-ups to open your opponent up.

236A OMC 2A - Many players will automatically block high during a 236A in anticipation of the 236A/B/AB follow-up, or they'll try to instant block the hits - with the OMC, you get a surprising low, or you can back off and bait a Furious Action.

2AB > 236236A - While Chie has a very strong overhead game, her sweep is no joke if you have meter. You can turn her sweep into 5K damage with 100 meter on hit, and another mix-up on block as you retain plenty of frame advantage. Useful for catching the opponent blocking high or trying to chicken guard. You can also just use 2AB with no meter during pressure and jump cancel it into JC or J.3D. Note - going for 2AB > 5DD pressure as a guess has a HUGE gap in between, not recommended whatsoever unless you know the opponent blocks high.

5B > 2DD - There's a very large gap here, and an opponent pressing buttons WILL hit you, but ultimately if your opponent isn't getting opened up via staggers and they're not using Furious Action, this is a fantastic way to start another mix-up as you essentially get your choice of oki on block. On counter hit, this combos and you can follow it up with a jump-in or 236B > 5A into a solid combo.

2B/5B/5C > 236AB - A good way to end a block string if you're unsure of your opponent's habits, as you get a solid high/low after into 2A or 236B/AB. 2A is recommended as you can go into stagger pressure on block, though you get a stronger combo if the 236B/AB hits.

5C > 214D frame trap - There's a 9 frame gap between the 5C and 214D on block, which sounds bad, but it's actually a very strong frame trap due to the distance it can be done from and the awesome damage gotten if it counter hits. On block it's +12, which allows for a dash up 5A or 2A, or a safe 2D from further out, into further pressure and mix-ups.

5B or 5C dash canceled - Chie is left at -1 after this on block, so it isn't as good as stagger pressure for lockdown. Still, when pushed out it can provide a means back in, especially if you back dash after stagger pressure baiting buttons/FA.

5C > 236B - While not a commonly used mix-up, and for good reason, it's a direct and deadly counter to trying to chicken guard Chie during pressure.

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