BBTag/Chie Satonaka

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Chie Satonaka
BBTag Chie Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 24F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Aggressive, Mixup, Speedy
Team role


"Have a taste of our combination attack!"


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.


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.


Strengths Weaknesses
  • Great damage potential without meter.
  • Stupid high damage potential with meter
  • Good corner game.
  • Getting in range to actually execute on that damage potential can be hard.
  • Very reliant on assists and meter to use her full potential.

Persona: Tomoe[edit]

Normal Moves[edit]

P4Arena Chie 5A.png
P4Arena Chie 5AA.png
P4Arena Chie 5AAA.png
P4Arena Chie BlackSpot.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 5 3 11 -2
  • Jump cancellable
4AA 400*6 All 9 2(4)2(4)2(4)2(4)2(4)2 21 -9

Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA.

4AAA 1000*2 All 6 3,3 15 -1
  • Jump cancellable on second hit only
4AAAA 2040 All 13 12 Total: 48 -5
  • It's safe on block

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

P4Arena Chie 5B.png
P4AU Chie 5AA.png
P4AU Chie 5AAA.png
P4Arena Chie BlackSpot.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 6 4 18 -5
  • Jump cancellable.
5AA 950*2 All 7 3(3)6 11 -3
  • The Second hit vacuums, pulling the opponent closer
  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.
5AAA 750*3 All 10 2(12)3(1)3 19 -3
  • The move won't true blockstring with 5AA
5AAAA 2040 All 13 12 Total: 48 -5

Same ender as 4AAAA, though the other hits are different.

P4Arena Chie 5C.png
P4AU Chie 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 10 4 17 -2
  • Go to poke
  • Dash Cancelable

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.

5BB 1100*2 All 19 3(7)2 Total: 48 -1
  • Good for combos
  • Isn't a true blockstring
  • Total of 2944 Damage.

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.

P4Arena Chie AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 24 -10

Standard overhead. It's fast but punishable on block.

P4Arena Chie 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 6 2 12 -2
  • Can low profile some standing pokes
  • Can be chained into 4A and 5A up to 2 times
  • Can chain into itself

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!

P4Arena Chie 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 10 2 30 -15
  • Good Anti-Air
  • Moves Chie forward

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

P4Arena Chie Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 9 3 20 -4
  • Jump cancelable

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.

P4Arena Chie jB.png
P4Arena Chie jBB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 8 3 13 -
  • Good air to air normal

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.

j.AA 1500 High 7 5 14 -

Mostly used in combos and pressure to confirm the opponent got hit or is blocking.

P4Arena Chie jC.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 13 6 9 -
  • Good for jump ins and whiff punishing
  • Good defensive normal
  • On Air Counter Hit, it has a large amount of untech time.
  • Reverse beats into j.A
  • Can be used as an instant overhead on Tager and Hakumen.

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.

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.

P4Arena Chie jD.png
Damage Guard Startup Active Recovery Frame Adv.
300*6, 1500 All 26 2,2,2,2,2,2(13)3 Total: 28 -
  • A good option for ending air combos
  • Gives hard knockdown

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.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
P4Arena Chie GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0*2, 2000 Throw 7~30 3 23 -
  • Can convert it into a combo by linking 2A > 5b

High Counter[edit]
High Counter
5A+D (Air OK)
P4Arena Chie BD.png
P4Arena Chie BD2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground Catch - - - 1-15 Catch 30 -
Ground Attack 950*5 Air Unblockable 5 2(7)1(6)2(6)2(6)2 ??+8L -
Air 1100*4 All 6 2(6)2(6)2(6)2 30 -
  • Air version will always have the followup attack come out
  • Not air unblockable.
  • 11f total startup with jump included
  • 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.


236A (Air OK)
P4Arena Chie Rampage.png
P4Arena Chie SkullCracker.png
P4Arena Chie DragonKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
800*3 All 11 5(3)3(6)6 17 -6
550*N All 6 2{(6)3}*N 17 -
  • Only the first move can be performed in the air.
Skull Cracker
236A > A/B/C
1200*2 High, All 6 2(9)3 20 -4

Overhead, automatic second hit followup

Dragon Kick
236A > A/B/C > A/B/C
3000 All 18 12 27+15L -33
  • Not air unblockable anymore
  • Total of 4058 Damage.

Dragon Kick[edit]
Dragon Kick
236B (Air OK)
P4Arena Chie DragonKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 3000 All 18 12 27+15L -33
Air 3000 All 14 12 Until L+15L -
  • This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
  • Shoots you at a 45 degree angle in the air
  • Under certain circumstances Chie can combo off this move without an assist
  • Always gives a hard knockdown
  • Does a decent amount of damage

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)

Herculean Strike[edit]
Herculean Strike
P4AU Chie HerculeanStrike.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1800 All 11 6 23 -8
  • Good ground combo ender
B 2200 All 25 10 18 -4
  • Blows back and gives a small wall bounce, wall splats in the corner
  • Can be canceled into Dragon Kick
  • The B version travels 90% of the screen and can be used as a long range whiff punish in some situations.
  • On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B

Extra Skills[edit]

EX Dragon Kick[edit]
EX Dragon Kick
236C (Air OK)
P4Arena Chie DragonKick.png
EX Flying Lesbian
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 4500 All 30 12 12 -3
Air 4500 All 13 12 12 -
  • Has potential uses in some combos.
  • Chie does a short run during the grounded version of this move, making the startup time longer.
  • The air version has less startup than the grounded version
  • Goes a further distance than standard Dragon Kick
  • Does a lotta of damage

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.

EX Herculean Strike[edit]
EX Herculean Strike
P4AU Chie HerculeanStrike.png
Damage Guard Startup Active Recovery Frame Adv.
2500 All 25 10,1 18 +7
  • Wall bounces midscreen, Wall splats in the corner
  • Plus on block
  • Can be canceled into Dragon Kick

Partner Skills[edit]

Herculean Strike
P4AU Chie HerculeanStrike.png
P4Arena Chie BlackSpot.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All (17)+13 6 [6(20)12] 22 [13] -14
  • Followup Black Spot wall bounces
  • Followup Black Spot Hit only comes out on hit

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.

Dragon Kick
P4Arena Chie DragonKick.png
Damage Guard Startup Active Recovery Frame Adv.
2500 All (17)+23 12 26+14L -31
  • Wall bounces, allowing you to pick it up with a combo
  • Great to use for active switch crossups

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.

P4A 2D
P4Arena Chie 5DD.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2, 1700 All (17)+12 2(3)2(10)3 Total: 68 -11
  • Solid assist for close range pressure resets.

Distortion Skills[edit]

God's Hand[edit]
God's Hand
P4Arena Chie GodsHand.png
The original Navy Pressure
Damage Guard Startup Active Recovery Frame Adv.
6000 [5100, 5000] All 4+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50]
  • Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out

No longer an overhead.

Power Charge[edit]
Power Charge
P4Arena Chie PowerCharge.png
Congratulations, you're dead
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 11
{Total: 57}
  • Pressing B+C will result in A Power Charge: one level and short recovery.
  • Holding B+C will result in B Power Charge: two levels and long recovery.
  • Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.

Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important!

j.236B+C or j.214B+C
P4Arena Chie Agneyastra.png
Damage Guard Startup Active Recovery Frame Adv.
740*10 [960*10] All 10+0 X(3){X(5)}*8,X Total: 22 -
  • j.214B+C results in C Agneyastra: Meteors go half screen
  • j.236B+c results in D Agneyastra: Meteors go full screen
  • Maximum number of hits is 8.

As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it.

Distortion Skill Duo[edit]

God's Hand
P during Main Character's Distortion Skill
P4Arena Chie GodsHand.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [1000, 1500] All 1+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39]
  • 2 fists come raining down instead of just one

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!

Astral Heat[edit]

Galactic Punt
P4Arena Chie GalacticPunt.png
Trial of the Dragon
P4Arena Chie GalacticPunt2.png
"Be water, my friend."
Damage Guard Startup Active Recovery Frame Adv.
- All 13+9 15 Total: 110 -61
  • Doesn't directly combo from grab.
  • Can combo into it after 5bb or Skull Cracker

This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.


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