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Colpevole

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  1. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    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.
  2. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    just hold up forward and j.2B a bit late for safejump after sweep > lunge.
  3. Colpevole

    [P4AU] Chie Satonaka Combo Thread

    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.
  4. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    So S./Chie's new unblockable with SB God's Hand OMC is A: blockable if you're paying a ton of attention and a god B: if they do it perfectly, not comboable after because only one hit (either the high or low) hits, and both cannot be combo'd after.
  5. InformationIf 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]
  6. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    Ok, quick update: the game is released in Japan for console, and is region free \o/. This means expect some updates coming from me (and maybe a few other Chie players too) over the next few days. A combo thread will go up *post Summer Jam* once we discover/steal some combos. Love - your friendly neighboorhood Chie mod. Anyway, now that the game is playable, let's get some more gameplay discussion going! *Edit: Learning these combos is hard, I'll need a full, non work day to work on this so Monday when I'm off will be dedicated to this.
  7. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    Nah, Chie doesn't need a good ranged option, she's the type of character who would be broken if she had one. 214A/B is going to be amazing though. IDK, I like the new Chie, she can still rob matches (now just by raw damage) but her neutral is better at the cost of some 5DD setups and stuff, it's really cool. Kirisame is still god too, so that's great to see!
  8. Colpevole

    [P4AU] Chie Satonaka Video Thread

    to be fair, it scales in both this game and in vanilla P4A. Only in vanilla each hit did like, 200 damage, and in this one each hit is doing 1.2k... and there are more hits landing... yeah... Edit: That said, if we're going to continue discussing this, let's take it to the gameplay discussion thread.
  9. Colpevole

    [P4AU] Chie Satonaka Video Thread

    Just posted a playlist of matches with potentially the best Chie I've seen so far in P4U2 vs a Shabrys, come check it out!
  10. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    to be fair, her midscreen oki was never that good to begin with, so it being gone doesn't bother me in the slightest. I have to say I think she definitely looks stronger. More damage, more pressure, more neutral options, more damage off j.D, more... everything lol. And new DP combos too, like wtf. Oh, and freeze now too. I'm pretty excited at least.
  11. Colpevole

    [P4AU] Chie Satonaka Video Thread

    Somewhat large update today (7 new videos from the 18th/19th). If anyone knows the players' names in these videos, let me know
  12. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    Well, I never liked the midscreen mixup because it wasn't anywhere near as safe as the corner one, so I'm not too overly sad about the loss of midscreen sweep > 5DD. Also I felt rampage OMC was really weak as mixup late into P4A's life, but IDK how much they changed SB Rampage now, so maybe OMC is the only "metered" mixup she has now. With the way j.D now changes her jump arc, I have no idea how that's going to work in neutral now lol. It was okay before, but less cards might make it just too risky in P4U2. As far as SB God's Hand goes... I'm hoping to see some setups to OTG after it lol. Two strikes SHOULD mean you get more time to combo after? At least I'd think so.
  13. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

    Alright, fine, I'll make discussion lol. Kinda glad that a lot of Chie's annoying stuff is gone, but what do people think about 2B forcing stand on hit? Might make pressure/combo decisions a lot different, especially with B Skull Cracker being the main way to go into 5/2DD now apparently. Also, despite the range getting nerfed, 5C putting the persona behind Chie is really nice too IMO. Keeps it safer.
  14. Colpevole

    [P4AU] Chie Satonaka Gameplay Discussion

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