P4Arena/Chie Satonaka

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Overview

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.
Chie Satonaka

P4U Chie Portrait.png

Health
9500
Combo Rate
60%
Movement Options
1 Double Jump/Airdash, Run-type Dash
Power Charge
color changes when stacked

Chie's attacks will do more damage for a limited amount of time. You can perform multiple Charges to further increase the damage boost you receive (max 3). This is also used to reset pressure since you can cancel your blocked attacks into Charge to immediately return to attacking.


Agneyastra
This Super can be used as a momentum changer. Use this to stop the opponent's advance or to start your own offensive. Chie can begin attacking while the meteors rain down on the opponent.

File:P4Arena Chie Satonaka Icon.png Chie Satonaka is a rushdown heavy character that overwhelms her opponent's defenses by never giving the opponent a chance to retaliate. She also has very high damage potential starting from just about any starter.

Pros
Cons
  • Rushdown
  • high damage
    • very useful Supers for resetting pressure or extending combos
  • Short range
  • poor defense

Move List

See also: Chie Full Frame Data

Normal Attacks

5A

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 300 All CJO 5 5 10 +1 Body - Click!
5AA 150, 75×5 All CJO 9 2 15 -8 Body - Click!
5AAA 900, 450 All CJO 9 2 22 -3 Body - Click!
5A

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

Short flurry of multiple kicks. Mostly used for hitconfirming.

5AAA

Backwards cartwheel kick. Doesn't see much use outside autocomboing for meter. Pull opponent out of a corner.

5B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
550 All CJDO 7 3 21 -7 Body - Click!

Quick high heel kick. Great starter; also a reasonable poke at closer ranges, though it has less range than 2A.

2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200 L CO 7 3 11 -3 Leg - Click!

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 okizeme mixups. Cancels into itself on whiff. Note that it is /not/ jump cancelable, unlike Chie's other A and B normals.

2B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400 AUB CJDO 10 2,3 29 -17 Body 5-9 Head Click!

High vertical anti-air kick. Air unblockable. Can cancel startup into a throw for extra range.

Head invincibility on frames 5-9.

j.A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 HA CJO 7 3 12 - Head - Click!

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

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400 HA CJO 8 3,3 12 - Head - Click!

Quick jump kick that hits overhead. It's the high in Chie's okizeme game.

j.BB

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600 HA CJO 7 3,3 12 - Head - Click!

Follow up to j.B. Also hits overhead.

All Out Attack

A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 H O 23 1 41 -21 Body 15-23 Guard Click!
All Out Rush 180×N All O - - - - Body - Click!
All Out Finish (C) 1800 All O - - - - Body - Click!
All Out Finish (D) 1000 All O - - - - Body - Click!

Chie does a front flip before slamming her heel down on her opponent. Best AoA in the game, since it's got good startup and reasonable range, and it's airborne from the sixth frame. Also, it sees some use as a combo ender, since it gives hard knockdown on airborne opponents.

Sweep

2A+B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600 L CJO 9 6 15 -8 Leg - Click!

Chie's sweep. It's a staple combo ender in the corner, and it's also surprisingly useful in pressure, since it's jump cancelable on block. Hits low, but it's nearly impossible to combo off it, since it knocks down on hit; be prepared to go into in okizeme if it hits when you're using it in your blockstring.

Guard Cancel Attack

6A+B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0 All O ? ? ? ? ? ? Click!

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.

Persona Attacks

5C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
800 All CJDO 12 3 31 -16 Body - Click!

Decent mid-range poke for Chie. 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/2D Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5D 200, 100×2, 900 All - 43 7,2,3 40 +47 Body - Click!
2D 200, 1400 All - 26 7,2,3 40 +27 Body - Click!

Very slow spear attack. Last hit causes launch, but is not incredibly useful outside of combos. Almost exclusively canceled into 5DD/2DD for oki.

5DD/2DD Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5DD 200, 100×2, 30×15, 200 All - 43 3 - +88 Body - Click!
2DD 200, 50×15, 300 All - 26 3 - +62 Body - Click!

Tomoe spins spear. Amazing oki tool. Standing version is slower but makes Tomoe move forward, crouching starts-up immediately but Tomoe will stay in place. Use while opponent is waking up and they will be forced to block, leaving Chie free to mix-up the opponent or go for other set-ups. Tomoe can be hit if the opponent wakes up at the correct time or if they F-Action.

Note that the 2nd D can (and usually should) be delayed to force the opponent to change their wakeup timing and allow Chie more time to pressure.

j.C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 All CJO 11 2 32 - Body - Click!

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 Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
100, 50×11, 500 All - 24 3 43 - Body - Click!

Tomoe leaps up and spins her spear, followed by a downward thrust which causes knockdown. Each version summons Tomoe at a slightly different point. Primarily used in combos, but j.2D and j.5D can be useful for covering your approach or okizeme in certain matchups.


Throws

Ground Throw

C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0,0,1200 Throw O 5 3 25 - Throw - Click!

Chie grabs opponent and sits on them. Can be comboed after with a One-More cancel. On counter hit can be comboed after with 2A.

Air Throw

j.C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0,1600 Throw O 5 3 19 - Throw - Click!

Chie's air throw.


Furious Action

Counter

B+D, air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Catch - - - - - 21 Total - - - Click!
Attack (ground) 720, 190×4 All U 7 3,10 37+9 after landing -49 Body 1-22 Click!
Attack (air) 320, 160×3 All U 6 2(6)2(6)2(6)2 16 after landing - Head 1-7 Click!

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.


Skill Attacks

Rampage

236A/B air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 240,120×N All UO 11 (6 in air) 2(6)3(6)3... 17 after landing -8 Head - Click!
B 320,160×N All UO 19 (9 in air) 2(6)3(6)3... 11 after landing -4 Head - Click!
SB 320,160×N All UO 12 (7 in air) 2(4)2(4)2... 11 after landing +6 Head - Click!
A Version

A short flurry of jump kicks. Mostly used in combos, or to cause FC under Power Charge.

B Version

A higher flurry of jump kicks that force standing. Safe on block.

SB Version

Startup of A Rampage with the damage of B Rampage, plus extra kicks. Can link 5A after. Very plus on block.

Skull Cracker

236A/B after Rampage

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 400, 200 H,L UO 6 2(9)3 21 -12 Body, Leg - Click!
B 600, 300 H,L UO 10 2(9)3 21 -7 Body, Leg - Click!
SB 600, 300×4 H,L UO 5 2(9)3 19 -5 Body, Leg - Click!
A Version

First hit overhead, second hit low. Can be followed up with Dragon Kick. Can be replaced with 2A after Rampage for a good 50/50 situation. Good use of OMC during/after Skull Cracker can create powerful mixups, and make the move safe.

B Version

First hit overhead, second hit low. Good for combos. Doesn't combo after A version of Rampage, allowing for a reset.

SB Version

First hit overhead, second hit low. Mostly not used unless you have meter to burn to add damage to a combo.

Dragon Kick Persona Required

236C/D air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Ground C 2160 All UO 23 18 23+16 after landing -31 Head - Click!
Air C 1800 All UO 14 17 16 after landing - Head - Click!
Ground D 3000 All UO 30 18 16 after landing -31 Head - Click!
Air D 2520 All UO 16 16 16 after landing - Head - Click!
Ground SB 2400 All UO 30 18 5 +4 Head - Click!
Air SB 2400 All UO 13 17 5 - Head - Click!

Chie shoots off with a flying kick. High damage and a great combo ender. Occasionally useful as a surprise, or a method to punish unsafe moves in the air. SB version should be used whenever possible.

Black Spot Persona Required

214C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 800 All UO 13 13 24 -7 Body - Click!
D 1200 All UO 26 12 18 +12 Body - Click!
SB 1400 All UO 21 12 26 +6 Body 9-23 Guard Click!

Chie and her Persona do a double palm attack. C/D versions will FC on Counter Hit. SB version has super armor on frames 9-32, shielding Chie from attacks. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and the D/SB versions are good when the enemy is approaching.


SP Skill Attacks

Power Charge

236236A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A - - - - - 6 Total Duration - - 1-5 Click!
B - - - - - 25 Total - - 1-9 Click!
A Version

Chie charges up, boosting the damage of her special moves. In addition, special moves will now FC on Counter Hit. This move is useful in combos or pressure as a sort of "extra" OMC, since it can be canceled into from virtually anything and has only 5 total frames (all of which have invincibility). In addition, it freezes the screen, so you can use it when you are disoriented to get your bearings, or to tell if you have clearance to go for a throw/punish a move with long startup/etc. Very useful.

B Version

Similar to the A version, but the charge lasts much longer. This version is not very practical since the actual effects of Power Charge aren't usually worth 50 SP, and it has a very long recovery time. However, the 9 frames of invincibility might make it occasionally useful as a parry, from which you can go into a massively damaging FC combo.

God's Hand Persona Required

236236C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 3000 All One More Cancel 4+11 6 42 -16 Head 1-23 Click!
D 3360 All One More Cancel 4+19 6 42 -16 Head 1-31 Click!

Tomoe summons a giant golden fist to slam down onto the opponent. Chie's main combo ender when going for damage. C version is quicker and puts the fist in front of Chie, D version puts the fist mid screen. Can also be used as a strong reversal.


Awakened SP Skill Attacks

Agneyastra Persona Required

214214C/D air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 520×N All One More Cancel 10+~8 - 34 Total - Body 1-20 Click!
D 520×N All One More Cancel 10+~3 - 34 Total - Body 1-20 Click!

Tomoe causes a large swarm of Meteors to rain from the sky. C verion puts meteors close to Chie, D version makes meteors go full screen. This super is very useful in starting a rushdown from fullscreen or for stopping your opponent's offense or zoning. Chie's only option from full screen away.


Instant Kill

Galactic Punt Persona Required

222C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O. All - 13+51 22 40 -36 Body - Click!
Tomoe summons a large stream of energy to knock her opponent airborne. On the way down, Chie delivers a powerful kick that launches her opponent into outer space!

Strategy

Offense

Chie okizeme tutorial (Japanese)

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Defense

Combos

[i] = Install Starter
Combo = Challenge Mode Combo
DM: = Damage
SP: = SP Gain

Beginner Combos

  • 5AAAAA

Midscreen

Normal Starter

  • Gives Knockdown
    • 2A > 5AA > 5B > 2B > 2AB (983 Damage)
    • AA 2B > JB > JC > 8D > 2AB (1716 Damage)
    • AA 2B > JBB > 8D > 2AB (1666 Damage, switches sides)
    • JB (CH) > 5B > 2B > JBB > 8D > 5AB (1976 Damage)
    • JBB > 5B > 2B > 2AB (1458 Damage)
  • High Damage
    • AA 2B > JB > JC > 8D > 5B > 2369B (?) > 236A > 214C > 236236D (3878 Damage, Uses 50% Meter)
    • JB (CH) > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (4273 Damage, Uses 50% Meter)
    • 5B > 2B > 236A > 236A OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (5023 Damage, Uses 50% Meter + Burst)
    • 5B > 2B > 236A > 236B > 236D OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (6152 Damage, Uses 50% Meter + Burst, crouching only)
    • 5B (CH) > 2D > dash 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (5333 Damage, Uses 50% Meter)
    • 5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (4216 Damage, Uses 50% Meter)
    • 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (5399 Damage, uses 100% Meter)
    • 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (5718 Damage, uses 100% Meter, must be near corner when starting)

Skill Starter

  • Gives Knockdown
    • Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > dash 5C > 5B > 5C > 5AB (4740 Damage)
  • High Damage
    • 214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (4980 Damage, uses 50% Meter)
    • 236236C OMC > 2A > 2B > JB > JC > JBB > JC > 236C (4298 Damage, Uses 100% Meter)
    • Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > dash 5C > 5B > 5C > 214C > 236236D (6797 Damage, uses 50% meter)

System Starter

  • Gives Knockdown
    • 5AB-C (FC) > J.6D > dash 5B > 5C > 5AB
  • High Damage
    • 5AB-C (FC) > J.6D > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (4422 Damage, 50% Meter)
    • Throw OMC > 5C > 236B > 236B > dash 236D (3051 Damage, uses 50% Meter)
    • Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (3147 Damage)
    • Throw OMB > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (4416 Damage, uses 50% Meter + Burst)

SP Skill Starter

  • -

Corner

Normal Starter

  • Gives Knockdown
    • 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (1632 Damage)
    • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (3129 Damage)
    • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 5AB (2396 Damage)
    • JBB > 5B > 5C > 2B > 236A >23A > 5B > 5C >5AB (2545 Damage)
    • JBB > 5B > 5C> 2B > 2C > 236B > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (3374 Damage, Crouchers only)
  • High Damage
    • 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (4000 Damage, uses 50% Meter)
    • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (5095 Damage, uses 50% Meter)
    • 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (5718 Damage, uses 100% Meter, Also works near corner)
    • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (4756 Damage, uses 50% Meter)

Skill Starter

  • Gives Knockdown
    • -
  • High Damage
    • 214C (FC) > 236236A > Dash 5C > 5B > 5C > 2D > Backdash 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (7432 Damage, uses 100% Meter)
    • 214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (5733 Damage, uses 100% Meter)
    • 214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (5174 Damage, uses 50% Meter)
    • Charged 236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[4] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (7210 Damage, uses 50% Meter)

System Starter

  • Gives Knockdown
    • 5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (2737 Damage)
    • 5BD (CH) > 5B > JC > 8D > 5AB (2671 Damage)
  • High Damage
    • 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (4720 Damage, uses 50% Meter)
    • 5BD (CH) > 5B > JC > 8D > 236B > 236B > 214D > 236236D (4722 Damage, uses 50% Meter)

SP Skill Starter

  • -

Navigation

Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc