https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=81.108.3.168&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T06:53:22ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBTag/Chie_Satonaka&diff=131393BBTag/Chie Satonaka2019-10-22T00:14:18Z<p>81.108.3.168: /* Ground Throw */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Chie Satonaka<br />
|-<br />
||<br />
[[File:BBTag_Chie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Chie Satonaka/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Aggressive, Mixup, Speedy<br />
<br />
;Team role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"Have a taste of our combination attack!"''<br />
<br />
===Backstory===<br />
Chie Satonaka is a member of the Investigation Team solving the series of homicidal cases occurring at Inaba, Japan. She is a second-year student in Yasogami High School who has had a long-lasting and deep friendship with Yukiko Amagi ever since they've been classmates. Chie's energetic and motivated personality only compliment her adoration of martial arts, which she displays in her fighting style.<br />
<br />
===Playstyle===<br />
<br />
Chie is close range, mix-up oriented character that is able to keep her offensive pressure going through a good use of multi-hit normals, jump cancels, and a fast overhead. Chie uses her persona to help fill some of the gaps in her gameplan, giving her longer range attacks.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Great damage potential without meter.<br />
*Stupid high damage potential with meter<br />
*Good corner game.<br />
| style="width: 50%;"|<br />
*Getting in range to actually execute on that damage potential can be hard.<br />
*Very reliant on assists and meter to use her full potential.<br />
|-<br />
|}<br />
<br />
====Persona: Tomoe====<br />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_4A.png |caption=<br />
|image2=BBTag_Chie_4AA.png |caption2=<br />
|image3=BBTag_Chie_4AAA.png |caption3=<br />
|image4=BBTag_Chie_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|4A}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|4AA}}<br />
{{!}}-<br />
{{Description|7|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|4AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable on second hit only<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* It's safe on block<br />
<br />
Woops, you must have mashed A too hard and got this move instead of doing literally anything else. Seriously though, this move is just a formality, don't use it on hit or on block, you have much better options<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5A.png |caption=<br />
|image2=BBTag_Chie_5AA.png |caption2=<br />
|image3=BBTag_Chie_5AAA.png |caption3=<br />
|image4=BBTag_Chie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* The Second hit vacuums, pulling the opponent closer<br />
* Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* The move won't true blockstring with 5AA<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=Same ender as 4AAAA, though the other hits are different.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5B.png |caption=<br />
|image2=BBTag_Chie_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Go to poke<br />
* Dash Cancelable<br />
<br />
Chie's longest reaching ground poke. Like most ground pokes, it loses to jumping so be careful. Aim to use this when your opponent is playing more grounded or is landing from a jump. Tomoe can be hit out of the startup of the move so try not to use it specifically to outspace another opponent. Aim to stop a poke or an opponent from jumping, retreating or trying to throw something out instead. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Good for combos<br />
* Isn't a true blockstring<br />
* Total of 2944 Damage.<br />
<br />
5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=Standard overhead. It's fast but punishable on block. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Can low profile some standing pokes<br />
* Can be chained into 4A and 5A up to 2 times<br />
* Can chain into itself <br />
<br />
Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* Good Anti-Air<br />
* Moves Chie forward<br />
<br />
Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Jump cancelable <br />
<br />
That's right boys, we can jump cancel our 2C on hit AND on block! You better cherish this because it's one of the few privileges that Chie gets to enjoy; it's all downhill from here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jA.png |caption=<br />
|image2=BBTag_Chie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Good air to air normal<br />
<br />
Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Good for jump ins and whiff punishing<br />
* Good defensive normal<br />
* On Air Counter Hit, it has a large amount of untech time. <br />
* Reverse beats into j.A <br />
* Can be used as an instant overhead on Tager and Hakumen.<br />
<br />
Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them. <br />
<br />
It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=* A good option for ending air combos<br />
* Gives hard knockdown<br />
<br />
Mostly used to end air combos. If you're in the corner, you'll want to neutral jump or jump back a bit before doing the part of the air combo that ends with it to avoid allowing the opponent to forward tech out of the corner. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GroundThrow.png |caption= C'mere<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Can convert it into a combo by linking 2A > 5b<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">High Counter</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HighCounter.png |caption=<br />
|image2=BBTag_Chie_HighCounter2.png |caption2=<br />
|name=High Counter<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Catch}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=* Air version will always have the followup attack come out<br />
* Not air unblockable.<br />
* 11f total startup with jump included<br />
* Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rampage</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Rampage.png |caption=<br />
|image2=BBTag_Chie_SkullCracker.png |caption2=<br />
|image3=BBTag_Chie_DragonKick.png |caption3=<br />
|input=236A (Air OK)<br />
|name=Rampage<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground|subtitle=236A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air|subtitle=j.236A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=* Only the first move can be performed in the air.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|236A > X}}<br />
{{!}}-<br />
{{Description|7|text=Overhead, automatic second hit followup<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|236A > X > X}}<br />
{{!}}-<br />
{{Description|7|text=* Not air unblockable anymore<br />
* Total of 4058 Damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|input=236B (Air OK)<br />
|name=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.<br />
* Shoots you at a 45 degree angle in the air<br />
* Under certain circumstances Chie can combo off this move without an assist<br />
* Always gives a hard knockdown<br />
* Does a decent amount of damage<br />
<br />
This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214A/B<br />
|name=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=* Good ground combo ender<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=* Blows back and gives a small wall bounce, wall splats in the corner<br />
* Can be canceled into Dragon Kick<br />
* The B version travels 90% of the screen and can be used as a long range whiff punish in some situations. <br />
* On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption= EX Flying Lesbian<br />
|input=236C (Air OK)<br />
|name=EX Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=* Has potential uses in some combos. <br />
* Chie does a short run during the grounded version of this move, making the startup time longer.<br />
* The air version has less startup than the grounded version<br />
* Goes a further distance than standard Dragon Kick<br />
* Does a lotta of damage<br />
<br />
Pretty much same deal as the standard Dragon Kick but does more damage and travels a further distance. Though the longer startup on the grounded version of the move makes it a bit harder to use in combos reliably. Just to stress the point again that this move does a LOT of damage, but put away the flex tape because it's a rarity that this move will ever land in an actual match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214C<br />
|name=EX Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=* Wall bounces midscreen, Wall splats in the corner<br />
* Plus on block<br />
* Can be canceled into Dragon Kick<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|image2=BBTag_Chie_5AAAA.png |caption2=<br />
|name=5P<br />
|input=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Followup Black Spot wall bounces<br />
* Followup Black Spot Hit only comes out on hit<br />
<br />
As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|name=6P <br />
|input=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|6P }}<br />
{{!}}-<br />
{{Description|6|text=* Wall bounces, allowing you to pick it up with a combo<br />
* Great to use for active switch crossups<br />
<br />
This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5DD.png |caption=<br />
|name=4P <br />
|input=P4A 2D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|4P }}<br />
{{!}}-<br />
{{Description|6|text=* Solid assist for close range pressure resets. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">God's Hand</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=The original Navy Pressure<br />
|input=236B+C<br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out<br />
<br />
No longer an overhead.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Charge</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_PowerCharge.png |caption= Subaru Install<br />
|input=214B+C<br />
|name=Power Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=* Pressing B+C will result in A Power Charge: one level and short recovery.<br />
* Holding B+C will result in B Power Charge: two levels and long recovery.<br />
* Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.<br />
<br />
Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Agneyastra</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Agneyastra.png |caption=<br />
|input=j.236B+C or j.214B+C<br />
|name=Agneyastra<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|6|text=* j.214B+C results in C Agneyastra: Meteors go half screen<br />
* j.236B+c results in D Agneyastra: Meteors go full screen<br />
* Maximum number of hits is 8.<br />
<br />
A lot of characters are able to punish this move with an on reaction super, so be careful how you use it. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* 2 fists come raining down instead of just one<br />
<br />
Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists! <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Chie_GalacticPunt.png |caption=Trial of the Dragon<br />
|image2=BBTag_Chie_GalacticPunt2.png |caption2="Be water, my friend."<br />
|input=222B+C<br />
|name=Galactic Punt<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Chie Satonaka/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* Doesn't directly combo from grab.<br />
* Can combo into it after 5bb or Skull Cracker<br />
<br />
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{#lsth:BBTag/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Chie Satonaka]]</div>81.108.3.168