Combo Notation Guide | |||||||||
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Combo List
Routes
Solo
# | Combo | Position | Damage | Difficulty | Notes | Video |
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1 | 5AAA > 2B > 5BB > 236AAA | Any | 6648 | [1] Very Easy | Easiest grounded combo ending with Rampage. Try not to mash 236A or certain characters will fall out. | Link |
2 | 2B > jc > j.AB > j.AB > j.236AAA | Any | 5383 | [1] Very Easy | Simple anti-air combo. | Link |
3 | Grab > 5BB > 236AAA | Any | 5067 | [1] Very Easy | Easiest grab combo ending with Rampage. | Link |
4 | j.AA > jc > j.AA > j.236AAA | Any | ~4800 | [1] Very Easy | Your go-to combo for when you hit an opponent out of an air approach. | Link |
5 | 5AA > 5BB > 236AA > 5AAAAA | Corner | 8231 | [2] Easy | Standard 5A loop ending with Cross Raid. Delay 5A after 236AA so you don't accidentally input 236AAA. | Link |
6 | 5AA > 5BB > 236AA > (5A > 5BB)*2 > 236B/236BC | Corner | 7348/9033 | [2] Easy | Standard 5A-5BB loop corner combo ending with Dragon Kick or God's Hand. Can be used as stalling for certain situations. | Link |
7 | 5AAA > 2B > 5BB > 236BC | Any | 7183 | [2] Easy | Standard super combo ender. Works regardless if you don't use 2B but it'll discard some damage. | Link |
8 | CH j.A+D > 5AA > 5BB > 214B > 236B | Any | 5288 | [3] Medium | Not a reliable anti-air, as the timing to land 5A from j.A+D is a bit tricky. It exists, though. | Link |
9 | CH 5B > 214B > 2B > 5BB > 214B > 5BB > 236AAA | Midscreen | 8444 | [3] Medium | Standard counter-hit 5B combo that utilizes B Herculean Strike wallbounces. Does not work in corner due to the low wallstick duration. | Link |
10 | 5AAA > 5BB > 214BC > 5BB > 236AAA | Any | 9021 | [2] Easy | Standard Power Charge combo. Deals massive amounts of damage and is a good reward for only 2 bars. | Link |
11 | 5BB > 214BC > (5A > 5BB)*3 > 214B > 236B | Corner | 10710 | [2] Easy | Advanced Power Charge combo. Deals extremely large amounts of damage. | Link |
12 | 5BB(2) > 236B > 2B > 5BB > 236AAA | Any | 7504 | [3] Medium | Situational anti-air combo that deals moderate damage. Not the best since it's height dependant and you have to space 5BB for only 2 hits. | Link |
13 | ... | Any | [2] Easy | ... | N/A | |
14 | 4/6.Grab > 2A > (5BB > 5A)*2 > 5BB > 214B > 236B | Corner | 5053 | [2] Easy | A throw combo in case you're close to a corner and need to side swap. | Link |
15 | CH 5B > 214C > dash 5BB > 214B > 5BB > 236AAA | Midscreen | 8906 | [2] Easy | Single meter corner combo that works on counter-hit. Deals considerable damage. | Link |
16 | CH 5B > 214C > 5A > 5BB > 214B > 5A > 5BB > 236AAA | Corner | 8613 | [3] Medium | Same as the previous combo except it utilizes A attacks in the corner. Last 5A has strict timing. | Link |
17 | 5A > 5BB > 236B > j.236/214BC > 214BC (Charge) > 236B > j.236/214BC > dl.236BC | Any | Death | [4] Hard | A touch of death Resonance combo that can kill every character in the game. What makes up for it is the high meter usage (8) and difficulty. | Link |
With Assists
# | Combo | Position | Damage | Difficulty | Notes | Video |
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1 | CH 236B > [Assist Call] > CC > 4P > 214BC (Charge) > 5AA > 5BB > 236B | Any | ~19000 | [2] Easy | Surprisingly easy ToD that only costs 2 meters. Recommended to use for punishing a reversal for a guaranteed kill. First assist attack must be a upward launcher that gives said assist enough time to followup on its own after Cross Combo activation. Power Charge must be used a tad bit later after 4P so 236B still gets the damage multiplier. (Easiest when done with Ragna) Chie's Touch of Death! | - |
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 airborne 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 Dragon Kick (236B/C) - Midscreen
Midscreen, Dragon Kick is a useful combo piece in order to switch sides with your opponent and push them into the corner. The most straight forward way to do this is to use a partner skill that hits them after a Dragon Kick to juggle them a bit longer so you can recover and keep the combo going. However, if your partner doesn't have a partner skill that hits higher up in this area, there's also a way to extend your combo from Dragon Kick itself. If you hit your opponent at the tail end of the Dragon Kick, you'll start recovering faster and be close enough to the opponnet that you can link a 5A after the Dragon Kick. This is hard to do naturally but if your partner has a partner skill that pushes the opponent forward a bit and launches them, then you can use it to set up these conditions so you can extend your combo.
Continuing a combo after 236B/C - Corner
Level 3 Power Charge Combos
Video Examples
Chie Combos
External Documents and References