Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
5AAA > 5BB > 236B
- Video Example
- Damage: 5667
- Notes:
- A simple 5A starter combo
5AAA > 5BB > 236A > A > A
- Damage: 6316
- Notes:
- Different ender for the first combo. Works on smaller frame characters.
Air to Air j.AA > djc j.AA > j.236A > A > 214A
- Damage: 4646
- Notes:
- A combo for when you hit an opponent out of an air approach with an Air to Air j.A.
Throw > 5BB > 236A > A > A
- Video Example
- Damage: 4911
- Notes:
- A simple throw combo.
- Does not work on Narukami, Yukiko, or Kanji
Throw > 2A > 5BB > 214B > microdash 5BB > 236A > A > delay 214A
- Notes:
- A throw combo with more corner carry
Throw > 2A > 5AA > 2B > 8jc j.AA > djc > j.AA > j.C
- Notes:
- A throw combo for when you're close to the corner and need to side swap
CH 5B > 214B > microdash 5BB > 236A > A > 214A
- Damage: 6865
- Notes:
- A meterless punish combo for when you need to make your opponent hurt after baiting a Reversal Action
CH 5B > 214C > dash 5BB > 214B > microdash 5BB > 214A
- Damage: 7851
- Requires: 1 Skill Gauge
- Notes:
- Spend 1 Skill Gauge to make your punish combo hurt even more and up the corner carry. Be sure to time 5BB after 214C so that the opponent falls low enough that 214B will connect after they get hit by 214B
With Assists
Corner
Solo
With Assists
Combo Theory
5BB > 214B > microdash 5B
This is a very frequent combo piece in Chie's combos. Normally, Chie's B Herculean Strike won't naturally combo from anything else unless it's from a Counter Hit 5B or using a partner skill to fill the gap. However, it is possible to connect 214B from 5BB if the opponent is already airbrone and being juggled high enough in the air.
Warning: Be careful of your screen positioning! B Herculean Strike wall bounces midscreen but in the corner, it'll wall splat instead. So it's important to pay attention to how close you are to the corner because getting the wall splat effect will make microdash 5B drop. You can still extend your combos after 214B in the corner if you juggled them high enough. Wall splatting the opponent higher up on the wall makes the opponent have to fall further to reach the ground before they can tech. You can link 4A in these situations to keep the combo going but you need to be close enough for 4A to hit.
Continuing a combo after 236B/C - Midscreen
Continuing a combo after 236B/C - Corner
Video Examples
Chie Combos
External Documents and References
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- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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