|
|
Line 1,285: |
Line 1,285: |
| |invuln=1-20 | | |invuln=1-20 |
| |hitbox=Chie/214214C | | |hitbox=Chie/214214C |
| | |description= |
| | Tomoe causes a large swarm of Meteors to rain from the sky. In Ultimax, the amount of meteors that rain down has been lessened. This makes it harder for Agneyastra to lockdown an opponent to cover an approach from full screen. If you're using it for this purpose, usually you'll have to use Agneyastra twice now to get the same effect. Agneyastra is now more commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand. |
| | |
| | C verion puts meteors close to Chie |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 1,304: |
Line 1,308: |
| |hitbox=Chie/214214C | | |hitbox=Chie/214214C |
| |description= | | |description= |
| | D version makes the meteors come down at a full screen distance away. |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 1,323: |
Line 1,328: |
| |hitbox=Chie/214214C | | |hitbox=Chie/214214C |
| |description= | | |description= |
| *List what the move is used for
| | SB Version has the meteor raining down towards Chie |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
| <br clear=all/> | | <br clear=all/> |
| | |
| === [[Gauges (P4AU)#Instant Kill|Instant Kill]] === | | === [[Gauges (P4AU)#Instant Kill|Instant Kill]] === |
| {{MoveData | | {{MoveData |
Introduction
P-1 Climax Nickname: "The Carnivore that Discarded Womanhood"/"Spunky Dragon with Deadly Legs!"
Persona: Tomoe
Arcana: The Chariot
Backstory:
- Chie Satonaka is the resident "kung fu" expert in Persona 4: Arena. Chie is an energetic tomboy with a short temper, loves kung fu movies, and best friends with Yukiko. Chie's inner struggle is the resentment of constantly being compared to Yukiko who is considered feminine, while Chie is viewed as a tomboy; she overcomes this struggle with the help of the team. In Persona 4: Arena, Chie fights with martial arts and her Persona is Tomoe.
Overview
Health: 9500
Persona Cards: 3
Play-style: Rushdown
Air Movement Options: Placeholder
Run-Type: Dash
Pros/Strengths:
- Fast movement
- High Damage Output potential, especially in the corner and with her Shadow version
Cons/Weaknesses:
External References:
Move List
- See also: Chie Full Frame Data
Normal Attacks
5A (Normal)
5A Normal
5A. 5AA
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
180
|
All
|
5
|
3
|
6
|
0
|
Body
|
Short, slightly angled jab that hits crouchers. It's a staple pressure tool, since it's the only jab in the game that's plus on block; input it as [4]A during pressure to block DP attempts after you recover.
|
5AA
|
260, 130
|
All
|
8
|
3(3)6
|
11
|
-2
|
Body
|
Mostly used for hit confirming. Her new 5AA pulls the opponent back in towards her, making it a good a spot to sometimes reset pressure
|
5AAA
|
400, 200, 200
|
All
|
10
|
2(12)3(9)5
|
19
|
-5
|
Body
|
Her new 5AAA is kick that wall bounces. Mostly just used for auto combos route. It's also useful for CH combos on grounded opponents midscreen because you'll be able to connect 5A from the wall bounce and keep the combo going, giving more damage and corner carry.
|
|
5A (Shadow)
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
550
|
All
|
7
|
4
|
18
|
-7
|
Body
|
Quick high heel kick. Great starter, leads to some of Chie's most damaging combos; also a reasonable poke at closer ranges, though it has less range than 2A.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200
|
L
|
7
|
2
|
12
|
-3
|
Foot
|
Crouching, low-hitting kick. It's arguably Chie's best poke, as it low profiles several other pokes and has better range than 5B. Additionally, it's Chie's most important low; it's used often in stagger pressure, and it's the low used in her mixups. Cancels into itself on whiff.
|
|
2B
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
HA
|
5
|
4
|
10
|
-
|
Head
|
Quick aerial palm strike. Situational air to air. Hits overhead, but isn't as good for mixup as j.B. Cancels into itself, even on whiff.
|
|
j.B
j.2B and j.BB
Sweep
Persona Attacks
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
All
|
12
|
3
|
31
|
-16
|
Body
|
Decent mid-range poke for Chie. In Ultimax, it's been adjusted so that Tomoe appears a bit further back. This gives Tomoe less reach but it also makes her safer from attack as well. Useful in corner pressure since it can be dash/jump canceled to make it +0. Can be used to trade favorably with certain long-range pokes, but it shouldn't be relied on too heavily.
|
|
5D
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5D
|
200, 100x2, 900
|
All
|
43
|
2(3)2(6)2(11)3
|
61 total
|
-
|
Body
|
5DD
|
200, 100x2, 30x15, 200
|
All
|
43
|
2(3)2(6)2(7)30[15 hits](9)3
|
61 total
|
-
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400,200
|
All
|
23
|
7(2)2
|
26
|
-11
|
Body
|
- Freezes the opponent on hit
Mostly used in some of Chie's higher damaging combos due to the freeze effect giving more time to follow up with stuff you normally wouldn't be able to.
|
|
2D
2D
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
All
|
11
|
4
|
11
|
-
|
Body
|
Tomoe slashes in midair. A move with a surprising amount of utility, and Chie's best air-to-air option. It actually has a deceptively massive forward hitbox (by Chie standards) and a scrunched hurtbox, and can be canceled into D Dragon Kick for easy damage. Against a grounded opponent, it allows for ambiguous crossups in combination with air turn, and halts Chie's downward momentum which can sometimes cause AA's to whiff. Note that it does not hit overhead.
|
|
j.5/4/2/8D
j.5/4/2/8D
|
|
Universal Mechanics
Ground Throw
Air Throw
Counter
Counter B+D (air OK)
Air version automatically does the kicks
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Ground Catch
|
-
|
-
|
-
|
1-9 Catch
|
24 Total
|
-
|
-
|
Ground Attack
|
720, 190x4
|
Low, All
|
7
|
2(9)3(5)3(5)3(5)3
|
18+15 after landing
|
-24
|
Body
|
Air
|
320, 160x3
|
All
|
6
|
3(5)3(5)3(5)3
|
15 after landing
|
-
|
Head
|
Chie summons a shield, and if hit or grabbed she'll kick in the air diagonally upward. Starts up and recovers quickly, but the counter isn't active for long. This makes it harder to time than most other f-actions. Can be spammed to force awakening, giving Chie 50 SP and access to Agneyastra.
Air version does the kicks immediately, and has full invincibility on startup.
|
|
Guard Cancel Attack
Guard Cancel Attack 6A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0
|
All
|
-
|
-
|
-
|
-
|
-
|
Chie's Guard Cancel Attack. It utilizes Chie's 5B animation, and knocks the opponent away on hit. It has limited practicality due to its awful range.
|
|
Rampage
Rampage 236A/B (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
240,120*2
|
All
|
11
|
2(6)3(6)3
|
3+17 after landing
|
-8
|
Head
|
B ground
|
320,160*4
|
All
|
19
|
2(6)3(6)3(6)3(6)3
|
1+11 after landing
|
+2
|
Head
|
SB ground
|
320,160*5
|
All
|
12
|
2(4)2(4)2(4)2(4)2(4)2
|
11 after landing
|
+6
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
A air
|
240,120*N
|
All
|
6
|
2(6)3(6)3...
|
17 after landing
|
-8
|
Head
|
B air
|
200,100*N
|
All
|
9
|
2(4)2(4)2...
|
11 after landing
|
-
|
Head
|
SB air
|
320,160*N
|
All
|
7
|
2(4)2(4)2...
|
11 after landing
|
-
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Skull Cracker
Skull Cracker 236A/B after Rampage
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400, 200
|
H,L
|
6
|
2(9)3
|
26
|
-12
|
Body, Foot
|
B
|
800, 400
|
H,L
|
10
|
2(9)3
|
21
|
-7
|
Body, Foot
|
SB
|
800, 400
|
H,L
|
5
|
2(9)3
|
25
|
-11
|
Body, Foot
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Dragon Kick
Dragon Kick 236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2000 (1800)
|
All
|
18 (14)
|
21 (17)
|
23 (23) +9 (9) after landing
|
-34 (0)
|
Head
|
D
|
3000 (2520)
|
All
|
30 (16)
|
18 (16)
|
23 (0) +9 (16) after landing
|
-31 (0)
|
Head
|
SB
|
2400 (2400)
|
All
|
30 (13)
|
17 (16)
|
4 (4) +9 (9) after landing
|
-2 (0)
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Herculean Strike
Herculean Strike 214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
600
|
All
|
15
|
6
|
23
|
-14 ~ -9
|
Chest
|
A forward lunging palm strike.
A Version is typically used as a combo ender midscreen for Chie's smaller and simpler combos
|
B
|
1000
|
All
|
31
|
10
|
21
|
-11 ~ -3
|
Chest
|
B version covers more ground than the A version but doesn't currently see much use.
|
SB
|
900, 450
|
All
|
17
|
10,1
|
15
|
+3
|
Chest
|
SB version is + on block, making it a valid means reset pressure. It's somewhat better for this than SB Rampage because the single, quick hit isn't as easy a point to guard cancel out of as Rampage.
|
|
Black Spot
Black Spot 214C/D
|
|
Power Charge
God's Hand
God's Hand 236236C/D
|
|
Awakened SP Skill Attacks
Agneyastra 214214C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
520*N
|
All
|
11+~8
|
-
|
35 Total
|
-
|
Projectile, Body
|
Tomoe causes a large swarm of Meteors to rain from the sky. In Ultimax, the amount of meteors that rain down has been lessened. This makes it harder for Agneyastra to lockdown an opponent to cover an approach from full screen. If you're using it for this purpose, usually you'll have to use Agneyastra twice now to get the same effect. Agneyastra is now more commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand.
C verion puts meteors close to Chie
|
D
|
520*N
|
All
|
11+~14
|
-
|
34 Total
|
-
|
Projectile, Body
|
D version makes the meteors come down at a full screen distance away.
|
SB
|
520*N
|
All
|
11+~6
|
-
|
34 Total
|
-
|
Projectile, Body
|
SB Version has the meteor raining down towards Chie
|
|
Galactic Punt 222C+D
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Shadow Chie:
- 5B 2B 2A+B Berserk 5C 2C A Power Charge(x2) 214C+D 236B~236B A Power Charge 236D C Meatballs D Godhand (9k+ Damage)
- FC 214C Berserk A Power Charge(x2) 214C+D 236D 236B~236B A Power Charge 236D C Meatballs D Godhand (10k Damage)
Click [★] for character's full frame data